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Integration of Eye-Tracking Technology in Virtual Reality Applications for Basketball Training: A Mixed Methods Needs Assessment

Rahmadani, Ahmad and Candra, Oki and Perdima, Feby Elra and Ali, Syed Kamaruzaman Syed and Lobo, Joseph T and Gazali, Novri (2025) Integration of Eye-Tracking Technology in Virtual Reality Applications for Basketball Training: A Mixed Methods Needs Assessment. Journal of Coaching and Sports Science, 4 (2). pp. 146-160. ISSN 2963-1483

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Abstract

Background: The integration of virtual reality (VR) and eye-tracking (ET) technologies has considerable potential to enhance perceptual–cognitive skill development in basketball. However, existing research provides limited guidance on the technical and pedagogical requirements for designing VR–ET systems that are both instructionally meaningful and aligned with user needs. Aims: This study aims to identify key design requirements for VR–ET systems through a user-centered mixed-methods approach. Methods: Semi-structured interviews and focus group discussions with coaches and lecturers were conducted to explore training challenges, expectations, and pedagogical considerations. Insights from the qualitative phase informed the development of a questionnaire administered to student-athletes (N = 120), enabling the validation and prioritization of system requirements. Qualitative data were analyzed thematically, and quantitative data were examined using descriptive statistics. Results: The integrated findings revealed six essential domains for effective VR–ET system design: immersive tactical–technical visualization, interactive decision-making scenarios, gaze-based performance indicators, real-time visual feedback, learning support features, and implementation readiness. Users emphasized the value of VR–ET for enhancing tactical understanding, attentional control, and personalized training experiences. Conclusion: This study contributes both theoretically and methodologically by addressing the lack of user-informed frameworks in VR–ET research and demonstrating the value of participatory mixed-methods approaches in sports technology development. The results provide a foundational design blueprint for future VR–ET prototypes and offer new insights into how immersive and gaze-based technologies can support athlete learning in team sports.

Item Type: Article
Uncontrolled Keywords: Virtual reality; Eye-tracking; Basketball; User needs.
Subjects: L Education > LB Theory and practice of education
Divisions: > Penjaskesrek
Depositing User: Mia Darmiah
Date Deposited: 16 Dec 2025 07:08
Last Modified: 16 Dec 2025 07:08
URI: https://repository.uir.ac.id/id/eprint/32280

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