Improvement of HOTS Method in Basketball Game Through TGFU Learning

Q2 Social Sciences Teoria ta Metodika Fizicnogo Vihovanna Pub Date : 2022-03-25 DOI:10.17309/tmfv.2022.1.12
S. Nopembri, Cerika Rismayanthi, Kukuh Hardopo Putro, Agus Kristiyanto, Agus Margono, Manil Karakauki, Kukuh Wahyudin Pratama
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引用次数: 5

Abstract

The study's purpose was to improve students’ Higher Order Thinking Skills (HOTS) through learning using the Teaching Game For Understanding (TGfU) as a medium. This study uses purposive sampling with the provision of classes that have a low average value of physical education.  Materials and methods. This research is classroom action research (CAR). The sample used in this study consisted of one class totaling 32 students.  Results. The results of the study were that in the first cycle there were two assessments carried out, namely when playing the first game and the second game. In the first game students got a pretty good score, namely for the average SEI (Skill Execution Index) value of 0.72 from the highest score of 1 with a percentage of 72%, In the second cycle, the treatment given to students was still the same as the treatment in 1st cycle. In the second cycle, this time in the 1st game the average SEI value increased to 0.79 with a percentage of 79% then DMI increased to 0.81 with a percentage of 81% and the SI value increased to 0.81 with a presentation of 81%.  Conclusions. The learning process using TGfU can improve students’ HOTS skills. Learning TGfU with attacking and defending games, can improve decision making, execution skills, and player support which can be seen from each indicator that is determined to have increased from each cycle carried out by students. Hopefully, this research can be a support for Physical Education to grow more advanced.
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通过TGFU学习改进篮球比赛中的HOTS方法
本研究的目的是利用教学理解游戏(TGfU)为媒介,通过学习来提高学生的高阶思维技能(HOTS)。本研究采用有目的的抽样方法,提供体育平均价值较低的班级。材料和方法。本研究是课堂行动研究(CAR)。本研究使用的样本包括一个班级共32名学生。结果。研究的结果是,在第一个周期中,进行了两次评估,即在玩第一款游戏和第二款游戏时。在第一个游戏中,学生获得了不错的分数,即平均SEI(技能执行指数)值为0.72,最高得分为1,百分比为72%,在第二个周期中,给予学生的处理仍然与第一个周期的处理相同。在第二个循环中,此时在第一款游戏中,平均SEI值增加到0.79,百分比为79%,然后DMI增加到0.81,百分比为81%,SI值增加到0.81,百分比为81%。结论。使用TGfU的学习过程可以提高学生的HOTS技能。通过进攻和防守游戏来学习TGfU,可以提高决策能力、执行能力和球员的支持能力,这可以从学生每次进行的循环中确定的每个指标中看出。希望本研究能为我国体育教育的进一步发展提供支持。
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来源期刊
Teoria ta Metodika Fizicnogo Vihovanna
Teoria ta Metodika Fizicnogo Vihovanna Health Professions-Physical Therapy, Sports Therapy and Rehabilitation
CiteScore
2.20
自引率
0.00%
发文量
63
审稿时长
15 weeks
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