[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"doc-detail-120333-en":3,"doc-seo-120333-105":30,"detail-sidebar-cat-0-en-105":91},{"code":4,"msg":5,"data":6},0,"success",{"doc_id":7,"user_id":8,"nickname":9,"user_avatar":10,"doc_module":4,"category_id":11,"category_name":12,"doc_title":13,"doc_description":14,"doc_content":15,"file_id":16,"file_url":17,"file_type":18,"file_size":19,"view_count":4,"is_deleted":4,"is_public":20,"is_downloadable":20,"audit_status":20,"page_count":21,"language":22,"language_code":23,"site_id":24,"html_lang":23,"table_of_contents":25,"faqs":26,"seo_title":27,"seo_description":14,"update_tm":28,"read_time":29},120333,1099514067415,"Rowan","https://ap-avatar.wpscdn.com/avatar/100002539d78ffe74a7?x-image-process=image/resize,m_fixed,w_180,h_180&k=1779092875211072502",6,"Technology","Cutting-edge tech for basketball - Virtual reality and machine learning in executive function and decision-making training","High intensity training programs for improving technical skills, combined with an increase in the number of matches, impose significant physical strain on players. Virtual reality (VR) and machine learning (ML) technologies offer new opportunities to address these challenges. The study evaluates the effectiveness of VR and ML technologies in improving sportsmanship and decision-making abilities in basketball players. Twenty players were split into experimental (VR+ML) and control groups.","Cutting-edge tech for basketball: Virtual reality and machine  \n# learning in executive function and decision-making training\n\nAhmad Rahmadani* 1ABCD, Oki Candra 1ABCD, Feby Elra Perdima2BCD,Novri Gazali 1BCD, Mohd Sofian Omar-Fauzee3ACE  \n1Department of Physical Education, Faculty of Teacher Training and Education, UniversitasIslam Riau, Pekanbaru, Indonesia  \n2Department of Physical Education, Faculty of Teacher Training and Education, UniversitasDehasen Bengkulu, Bengkulu, Indonesia  \n3Faculty of Education and Liberal Arts, INTI International University, Nilai, Malaysia  \nDOI: https//doi.org/10.58962/HSR.2026.12.1  \nAuthors’ Contribution: A – Study design; B – Data collection; C – Statistical analysis; D – ManuscriptPreparation; E – Funds Collection  \n*Correspondent authors: Ahmad Rahmadani: ahmadrahmadani@edu.uir.ac.id  \n## How to Cite\n\nAhmad R, Oki C, Feby P, Novri G, Mohd F. Cutting-edge tech for basketball: Virtual reality and machinelearning in executive function and decision-making training. Health, Sport, Rehabilitation. 2026;12(2):  \nhttps//doi.org/10.58962/HSR.2026.12.2.  \n## Abstract\n\nBackground and purpose  \nHigh intensity training programs for improving technical skills, combined with an increase in the number ofmatches, impose significant physical strain on players. Virtual reality (VR) and machine learning (ML) technologieshave opened up new opportunities to address these problems. However, in particular, there is a lack of researchthat combines virtual reality and machine learning methods in basketball. This study aims to examine theeffectiveness of using virtual reality and machine learning technologies to improve sportsmanship and decision -making skills in basketball players.  \n## Material and methods\n\nThe experiment involved 20 basketball players from Riau, Indonesia, who were divided into two groups:experimental (VR+ML) and control. Measurements were performed using the Stroop test to determine the level ofmasteryofa certain game function and an observation tool to determine decision-making skills.  \n### Results\n\nThe results of the analysis of the obtained results showed that in the group that was engaged in the use of virtualreality and machine learning (VR+ML) there was a significant improvement in the level of mastery of certain gamefunctions (EF - attention) and decision-making skills (DM) compared to the control group (p \u003C 0.001) .  \n### Conclusions\n\nIt was confirmed that the use of virtual reality technologies in combination with machine learning can effectivelyimprove attention, concentration and decision-making ability in basketball athletes. This study offers newunderstanding of the potential of new technologies in supporting the cognitive development of athletes.Keywords: virtual reality, machine learning, executive function, decision making, basketball  \n## Анотація\n\nРахмадані, А., Кандра, О., Пердіма, Ф . Е., Газалі, Н., Омар-Фаузі, М . С . Новітні технології в баскетболі:віртуальна реальність на машинне навчання у формуванні ігрових функцій та прийнятті рішень .Обгрунтування і мета  \nВисока інтенсивність тренувальних програм з вдосконаленнѐ технічних навичок у поюднанні зі збільшеннѐмкількості матчів спричинѐять значне фізичне навантаженнѐ на гравців. Технології віртуальної реальності (VR)та машинного навчаннѐ (ML) відкрили нові можливості длѐ вирішеннѐ цих проблем . Однак, зокрема, бракуюдосліджень, ѐкі б поюднували методи віртуальної реальності та машинного навчаннѐ у баскетболі . Це  \nдослідженнѐ маю на меті вивчити ефективність використаннѐ технологій віртуальної реальності тамашинного навчаннѐ длѐ покращеннѐ спортивної майстерності та навичок прийнѐттѐ рішень убаскетболістів .  \n## Матеріал і методи\n\nВ експерименті взѐли участь 20 баскетболістів з міста Ріау, Індонезіѐ, ѐкі були розділені на дві групи:експериментальну (VR+ML) і контрольну . Виміряваннѐ проводили за допомогоя тесту Stroop длѐвизначеннѐ рівнѐ володіннѐ певноя ігровоя функціюя та інструменту спостереженнѐ длѐ визначеннѐнав","cbCaitptbIi6YDes","https://ap.wps.com/l/cbCaitptbIi6YDes","pdf",1843451,1,13,"English","en",105,"# How to Cite\n## Abstract\n## Material and methods\n## Results\n## Conclusions","[{\"question\":\"What problem does the study target in basketball training?\",\"answer\":\"High intensity training and increased match frequency create significant physical strain and highlight the need for better approaches to support cognitive skills in players.\"},{\"question\":\"How were VR and machine learning used in the experiment?\",\"answer\":\"Twenty basketball players were divided into an experimental group (VR+ML) and a control group, with mastery level and decision-making assessed using the Stroop test and an observation tool.\"},{\"question\":\"What were the study’s main findings and conclusion?\",\"answer\":\"The VR+ML group showed significant improvements in executive function attention and decision-making skills compared with the control group (p \\u003c 0.001). The study concludes that combining VR with ML effectively enhances attention, concentration, and decision-making in basketball athletes.\"}]","Cutting-edge tech for basketball - Virtual reality and machine learning in executive function and decision-making training | PDF",1785729526,33,{"code":4,"msg":31,"data":32},"ok",{"site_id":24,"language":23,"slug":33,"title":13,"keywords":34,"description":14,"schema_data":35,"social_meta":86,"head_meta":88,"extra_data":90,"updated_unix":28},"cutting-edge-tech-for-basketball-virtual-reality-and-machine-learning-in-executive-function-and-decision-making-training","",{"@graph":36,"@context":85},[37,54,68],{"@type":38,"itemListElement":39},"BreadcrumbList",[40,44,48,51],{"item":41,"name":42,"@type":43,"position":20},"https://docshare.wps.com","Home","ListItem",{"item":45,"name":46,"@type":43,"position":47},"https://docshare.wps.com/document/","Document",2,{"item":49,"name":12,"@type":43,"position":50},"https://docshare.wps.com/document/technology/",3,{"item":52,"name":13,"@type":43,"position":53},"https://docshare.wps.com/document/cutting-edge-tech-for-basketball-virtual-reality-and-machine-learning-in-executive-function-and-decision-making-training/120333/",4,{"url":52,"name":13,"@type":55,"author":56,"headline":13,"publisher":58,"fileFormat":61,"inLanguage":23,"description":14,"dateModified":62,"datePublished":62,"encodingFormat":61,"isAccessibleForFree":63,"interactionStatistic":64},"DigitalDocument",{"name":9,"@type":57},"Person",{"url":41,"name":59,"@type":60},"DocShare","Organization","application/pdf","2026-08-03",true,{"@type":65,"interactionType":66,"userInteractionCount":4},"InteractionCounter",{"@type":67},"ViewAction",{"@type":69,"mainEntity":70},"FAQPage",[71,77,81],{"name":72,"@type":73,"acceptedAnswer":74},"What problem does the study target in basketball training?","Question",{"text":75,"@type":76},"High intensity training and increased match frequency create significant physical strain and highlight the need for better approaches to support cognitive skills in players.","Answer",{"name":78,"@type":73,"acceptedAnswer":79},"How were VR and machine learning used in the experiment?",{"text":80,"@type":76},"Twenty basketball players were divided into an experimental group (VR+ML) and a control group, with mastery level and decision-making assessed using the Stroop test and an observation tool.",{"name":82,"@type":73,"acceptedAnswer":83},"What were the study’s main findings and conclusion?",{"text":84,"@type":76},"The VR+ML group showed significant improvements in executive function attention and decision-making skills compared with the control group (p \u003C 0.001). 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