Modern digital technologies in the system of professional training of specialists for esports

Author:

Kovaleva G. A.1,Yankevich D. S.2,Chaykovskaya N. E.3,Talan A. S.4

Affiliation:

1. Federal Center for Brain and Neurotechnology

2. Federal Scientific and Clinical Center of Resuscitation and Rehabilitation

3. Laboratory of esports Records

4. Russian State University of Physical Culture

Abstract

Introduction. The article is devoted to the problem of optimization of didactic conditions of complex support of professional training of specialists for modern esports on the basis of modern digital technologies. The article presents the literature review and the main content of research work aimed at creating it-services "KiberLab", allowing to identify the level of readiness for professional activity of the players and providing the possibility of determining on the basis of preliminary complex diagnostics of the optimal strategy (content, methods and phases) comprehensive support for the professional training of cyberhighway, aimed at improving its gaming potential. The significance of the results obtained and the possibility of using the IT service in the system of professional training of specialists for esports are determinedMaterials and Methods. When writing the article, the following methods were used: theoretical analysis of domestic and foreign literary sources; generalization and systematization of the results of a sociological survey of specialists in the field of cyber industry, experimental methods for studying professionally significant characteristics of an esportsman; methods of statistical processing of experimental data, experimental modeling, design and programming of an IT serviceResults. Based on the theoretical study of the problem, a model of comprehensive support for professional training of specialists for esports was developed. In order to optimize the diadactic conditions of comprehensive support of professional training of an esports player, an IT service was developed and tested, including safe and effective psychophysiologically based algorithms and methods of professional training and support of esports players. During 2019-2020, on the basis of the Laboratory of Esports Records, tasks were implemented to introduce modern digital technologies into the system of comprehensive support for the professional training of esports athletes. The IT service "Cyber Lab" was developed, which was experimentally tested and implemented in the practical work of the laboratory as part of the ongoing activities to provide comprehensive support for the professional training of esports athletes who are at different stages of professional development. 60 athletes, including 35 players who expressed their desire and consent to participate in the testing of the new model of support and 25 players included in the comparative study group, took part in the experimental testing of the Model of integrated support for professional training of esports athletes using an automated IT service that allows for a comprehensive study and development of the athlete's playing potential. At the end of the initial survey, individual profiles were compiled that reflect the game potential of each player and the structure of their psychophysiological and psychological indicators that correlate with individual game achievements. The primary identified indicators in the control and experimental groups did not have significant differences, i.e. the initial level in both groups was comparable in all characteristics. Based on the automated comparative analysis of the obtained data, individual recommendations and training programs were developed, aimed at optimizing the psychophysiological prerequisites of the athletes ' playing potential. At the end of the study, in February 2020, a second study of the individual indicators of esports players was conducted. A comparative analysis of the results of the repeated study of the experimental participants showed that the game performance in the experimental group improved by 17.8 % compared to the 9.3% obtained by the players in the comparative analysis group.Experimental testing of the developed information and digital technology has shown that the use of an automated IT service for comprehensive support of professional training of an esports player contributes not only to increasing its gaming potential, improving game performance indicators (including rating growth), but also to the implementation of health-saving technologies in the professional activity of esports players with different levels of professional skill.Discussion and Conclusions. The conducted research allowed to draw a conclusion that at the present stage of development of digital technologies it is necessary to carry out development and implementation of effective IT services in the system of complex support of professional training of esports players.

Publisher

Minin University

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1. Features of the contingent of persons involved in e- Sports activity;Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports);2022-03-20

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