The impact of a curriculum based on a variety of educational environments on student learning of Triple Leap Event technical performance

Muhamad Adnan Hassan, Ali Attia Dakhil, Sanaa Abdul Ameer Abd
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Abstract

Utilizing the college's online educational platform (Google Classroom) to restore an educational environment. The objective is to find a formula that can link diverse educational environments, including synchronous and asynchronous e-learning, to the present and realistic environment. A research study aims to answer that question. The effect of a curriculum based on a variety of educational data, as well as identifying preferences between the two groups regarding technical performance and the effectiveness of the triple jump. For the research procedures, an educational curriculum has been prepared that exploits the most important part of the main unit, and the third chapter focused on the presentation and analysis of research data and the use of appropriate statistical methods to reach conclusions and achieve research hypotheses. In the fourth chapter, the results and recommendations for developing the control mental groups for the triple jump were presented. Following the triple jump test, experimental participants had higher arithmetic means than control participants. As for the recommendations, it was the possibility of applying the approach used by the researcher in learning the effectiveness of the triple jump. The possibility of using this approach after it was modified on other games to learn the basic skills in them. The recommendations are about the possibility of applying the approach used by the researcher in learning the effectiveness of the triple jump. The possibility of applying this approach, after modifying it, to other games to learn the basic skills in them.
基于多种教育环境的课程对学生学习三级跳技术成绩的影响
利用学院的在线教育平台(谷歌课堂),恢复教育环境。我们的目标是找到一个公式,可以将不同的教育环境,包括同步和异步电子学习,与当前和现实的环境联系起来。一项研究旨在回答这个问题。基于各种教育数据的课程效果,以及确定两组之间关于技术表现和三级跳远效果的偏好。对于研究程序,已经编写了一个教育课程,利用了主要单元的最重要部分,第三章侧重于研究数据的呈现和分析,以及使用适当的统计方法来得出结论和实现研究假设。第四章对我国三级跳远运动员控制心理群体的发展提出了研究结果和建议。在三级跳远测试后,实验组的算术平均值高于对照组。至于建议,是应用研究者在学习三级跳有效性时使用的方法的可能性。在对其他游戏进行修改后,使用这种方法来学习其中的基本技能的可能性。这些建议是关于应用研究者在学习三级跳远的有效性时使用的方法的可能性。在修改后,将这种方法应用到其他游戏中以学习其中的基本技能的可能性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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