Development of a Baseline Game Learning Model to Improve Field Tennis Learning Outcomes

Juara Pub Date : 2023-03-20 DOI:10.33222/juara.v8i1.2777
Arif Haryanto, Tandiyo Rahayu, T. Hidayah
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引用次数: 0

Abstract

The aims of this research is (1) to unveil how is the product, (2) to discover the effectiveness of the learning model, and (3) to determine the acceptance response of baseline game product as a learning model in increasing tennis-learning outcome of students in Physical Sport and Recreation Study Program, Universitas Negeri Gorontalo. This is a Research and Development type of research where the subject of the research is the student of Physical Sport and Recreation Study Program, Universitas Negeri Gorontalo. Data of this research are product’s quality evaluation result, suggestion for product improvement, and students’ questionnaire result, which are obtained from expert evaluation, experimental study of small group (20 students), and experimental study of large group (50 students). The results of this study are a product of the baseline game learning model for tennis games. The results of the product assessment for the standard game learning model were 88 % (good) for small-scale trials and 93.13 % (good) for large scale trials. Based on the findings of the study and assessment, it can be said that the baseline game learning model for tennis games can be used to enhance the learning outcomes of field tennis for students enrolled in Physical Sport and Recreation Study Program, Universitas Negeri Gorontalo.
开发基线游戏学习模型以提高网球学习效果
本研究的目的是:(1)揭示产品如何,(2)发现学习模式的有效性,以及(3)确定基线游戏产品作为学习模式在提高戈龙塔洛大学体育运动与娱乐学习项目学生网球学习成果方面的接受反应。这是一项研究和开发类型的研究,研究对象是Negeri Gorontalo大学体育运动和娱乐研究项目的学生。本研究的数据为产品质量评价结果、产品改进建议和学生问卷调查结果,分别通过专家评价、小组实验研究(20名学生)和大组实验研究(50名学生)得出。本研究的结果是网球游戏基线游戏学习模型的产物。标准博弈学习模型的产品评估结果在小规模试验中为88%(良好),在大规模试验中为93.13%(良好)。根据研究和评估结果,网球游戏的基线游戏学习模型可用于提高哥隆塔洛大学体育运动与娱乐学习项目学生的场地网球学习成果。
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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