<?xml version="1.1" encoding="utf-8"?>
<article xsi:noNamespaceSchemaLocation="http://jats.nlm.nih.gov/publishing/1.1/xsd/JATS-journalpublishing1-mathml3.xsd" dtd-version="1.1" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><front><journal-meta><journal-id journal-id-type="publisher-id">SSR</journal-id><journal-title-group><journal-title>Scientific and Social Research</journal-title></journal-title-group><issn>2661-4332</issn><eissn>2981-9946</eissn><publisher><publisher-name>Bio-Byword Scientific Publishing Pty. Ltd.</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.26689/ssr.v6i10.8440</article-id><article-categories><subj-group subj-group-type="heading"><subject>Article</subject></subj-group></article-categories><title>Case Analysis of Improving Teaching Quality in Basketball Teaching through Information Technology</title><url>https://artdesignp.com/journal/SSR/6/10/10.26689/ssr.v6i10.8440</url><author>YangZimo,KimHyun-ryun</author><pub-date pub-type="publication-year"><year>2024</year></pub-date><volume>6</volume><issue>10</issue><history><date date-type="pub"><published-time>2024-11-05</published-time></date></history><abstract>To discuss the impact of applying information technology in basketball referee training on referees’ self-efficacy, stress management, and job satisfaction, this study selected 200 registered referees from the Chinese Basketball Association as research participants, who were randomly divided into an experimental group and a control group. The experimental group received training in virtual reality (VR) technology and video analysis, while the control group adopted traditional training methods. Research methods included questionnaires, experimental observations, and data analysis. By evaluating the self-efficacy, stress levels, and job satisfaction of referees in both groups before and after training, the effectiveness of information technology was compared. The results indicated that the experimental group’s self-efficacy significantly increased, rising from 3.21 ± 0.14 to 4.46 ± 0.15 (P &amp;lt; 0.001), while the control group showed only a slight improvement. Furthermore, the experimental group experienced a notable reduction in stress levels, whereas the control group’s changes were insignificant (P &amp;lt; 0.05). Regarding job satisfaction, the experimental group’s satisfaction level improved from 3.53 ± 0.17 to 4.62 ± 0.16 (P &amp;lt; 0.001), while the control group showed a more modest increase. The conclusion suggests that information technology effectively enhances self-efficacy, reduces stress, and improves job satisfaction among referees during training, demonstrating broad application prospects.</abstract><keywords/></article-meta></front><body/><back><ref-list><ref id="B1" content-type="article"><label>1</label><element-citation publication-type="journal"><p>Tu X, 2022, Research on the Application Strategies of Basketball Teaching in Ordinary Colleges and Universities. Neijiang Science and Technology, 43(03): 57 + 133.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B2" content-type="article"><label>2</label><element-citation publication-type="journal"><p>Li HQ, 2020, A Preliminary Exploration of the Reform Path of Basketball Teaching from the Perspective of Modern Information Technology. Cultural and Sports Goods and Technology, 2020(03): 98–99.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B3" content-type="article"><label>3</label><element-citation publication-type="journal"><p>Ren B, 2019, The Application Strategies of Information Technology in College Basketball Teaching. Contemporary Sports Technology, 9(20): 168–169.</p><pub-id pub-id-type="doi"/></element-citation></ref></ref-list></back></article>
