Aden Kittel

Dr. Aden Kittel

orcid

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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22 October 2021 in Physical Education and Sport Pedagogy
Verified
Journal Article
Closed access
RLRiki S. Lindsay
Riki S. Lindsay
PLPaul Larkin
Paul Larkin
AKAden Kittel
Aden Kittel
MSMichael Spittle
Michael Spittle
Physical practice is the cornerstone of acquiring and developing movement skills in physical education and sport. However, research has suggested that psychological tools, such as mental imagery (M...

1 September 2019 in Journal of Science and Medicine in Sport
Verified
Journal Article
Closed access
AKAden Kittel
Aden Kittel
PLPaul Larkin
Paul Larkin
NENathan Elsworthy
Nathan Elsworthy
MSMichael Spittle
Michael Spittle

20 April 2020 in Science and Medicine in Football
Verified
Journal Article
Closed access
AKAden Kittel
Aden Kittel
PLPaul Larkin
Paul Larkin
NENathan Elsworthy
Nathan Elsworthy
RLRiki Lindsay
Riki Lindsay
MSMichael Spittle
Michael Spittle
Video-based training is a commonly used method to develop decision-making in athletes and officials. This method typically uses match broadcast footage, yet technological advancements have made 360° Virtual Reality (360°VR) a possible effective tool to investigate. This study aimed to investigate the effectiveness of both 360°VR and match broadcast footage on improving decision-making. Amateur Australian football umpires (N = 32) participated in a randomised control trial. Participants completed a 5-week training intervention in either a 360°VR, match broadcast or control group. Decision-making was assessed at pre-training, 1-week post-training and 4-week retention points using reliable and valid 360°VR and match broadcast decision-making tests. Participants completed a short questionnaire detailing their perceptions of psychological fidelity, enjoyment, relevance, concentration and effort for each video mode. The 360°VR performed significantly better (p < 0.05) than the control group in the 360°VR retention test. No groups statistically improved over the intervention. Remaining pairwise comparisons for this test and the match broadcast test were not significantly different. 360°VR was rated significantly higher (p < 0.05) than match broadcast footage for psychological fidelity, enjoyment and relevance. 360°VR appears to be a beneficial training tool compared to a control, with stronger engagement from the participants than previously used match broadcast footage.

7 October 2020 in Frontiers in Psychology
Verified
Journal Article
Open access
PDF file
AKAden Kittel
Aden Kittel
PLPaul Larkin
Paul Larkin
ICIan Cunningham
Ian Cunningham
MSMichael Spittle
Michael Spittle
360° Virtual Reality: A SWOT Analysis in Comparison to Virtual Reality

29 November 2024 in Sports Medicine - Open
Verified
Journal Article
Open access
PDF file
AKAden Kittel
Aden Kittel
RLRiki Lindsay
Riki Lindsay
PNPeter Le Noury
Peter Le Noury
LWLuke Wilkins
Luke Wilkins
Background: Extended Reality (XR) technologies, such as Virtual Reality (VR) and 360°VR are growing rapidly in the scientific literature and sporting practice. These have been used for a range of skills, particularly perceptual-cognitive skills. However, to our knowledge, there is no systematic scoping review on this topic identifying the current state of play of the research area by characteristics such as study type, technology type, or sport investigated, and such a review would help guide the future direction of this area. Therefore, this study aimed to systematically review the extent of XR technology in sport for assessing and training athletes’ and officials’ perceptual-cognitive skills. Methods: Electronic databases (SCOPUS, Web of Science, SPORTDiscus, PsycINFO) were searched for relevant articles up until January 2024. Studies were included if they used XR technologies to assess or develop sport-specific, higher order perceptual-cognitive skills. Results: 57 studies met the inclusion criteria for this review, of which 67% were published from 2020. Most studies conducted quantitative research designs, with 66% of studies adopting a cross-sectional assessment approach and 28% conducting an intervention to assess performance improvements. Decision-making was the most prevalent skill investigated, across 60% of studies. The most common technology was head mounted display (51%) presenting animated environments and the most common sports investigated were football and handball (32% and 19% of studies, respectively). Conclusions: This review highlights a significant growth in the research exploring XR technologies in sport for perceptual-cognitive skill development and understanding, with most studies published in the last 4 years. Prominent technology types (e.g. animated HMD), perceptual-cognitive skills (e.g. decision making), study designs (e.g. quantitative assessment), and sports (e.g. football) are identified and discussed along with practical implications and future research. Key Points: Extended reality technologies for sports perceptual-cognitive skills is an emerging field, marked by key trends in the types of technology used and the perceptual-cognitive skills being studied. Decision-making is the most commonly studied perceptual-cognitive skill, and these technologies report to have high representativeness and engagement when being used. More research is required to explore the effectiveness of this technology through intervention study designs, and further understand how it can be used and the perceptual-cognitive processes through qualitative research designs.

19 February 2024 in Review of Educational Research
Verified
Journal Article
Open access
RBRay Breed
Ray Breed
RLRiki Lindsay
Riki Lindsay
AKAden Kittel
Aden Kittel
MSMichael Spittle
Michael Spittle
Effective teaching pedagogies and curriculum frameworks in school physical education have been regularly changing and widely debated. However, teachers have predominately used technical and sport-based approaches, but tactical game-centered approaches (TGAs) are becoming more common when teaching games in physical education. This review systematically described the content and the quality of research that compared TGAs with other teaching approaches within school physical education. All 24 studies that were found compared a technical approach (TA) or control group with a TGA, and most originated from Western Europe. Studies were conducted equally in primary and secondary schools, most research was mixed-gender, and the majority incorporated a single sport to compare teaching approaches. The quality of reporting was mostly low with a moderate to serious risk of bias. Studies commonly showed that TGAs improved student outcomes in tactical skill; skill execution; affective, procedural knowledge and/or physical activity; and TAs improved skill execution and technical skill.