Ali Mardius, Apriyanti Rahmalia, Bafirman Hb, Alfiqroam Kumar, Fajry Maifendri
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Testing the product's validity, reliability, usability, and usefulness is part of making a learning model. With significance values set at p 0.05, IBM SPSS software was used to examine the collected data. The study showed a big difference between the learning outcomes for physical education using the Team Play Tournament-based learning model, with an average presumptive score of 80. So, the alternative hypothesis (HA) that says the learning results of physical education using the learning model are greater than 80 is correct. Based on these data, the average score for physical education learning outcomes using the development of the Team Play Tournament-based learning model is 84.94, which can be rounded up to 85. 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引用次数: 0
摘要
开发基于团队比赛的体育学习模式,是为了改善高中(SMA)学习成绩不佳的学生的职业道德。其目的是找到可用于学校的学习模式的缺陷。本研究采用了 ADDIE 模型,这是一种研究与开发方法,包括五个步骤:分析、设计、开发、实施和评估。研究在 Pesisir Selatan Regency 的 SMA Negeri 1 Sutera 进行。观察、访谈、记录、问卷调查和学生学习成绩评估表是本研究使用的部分工具。Pesisir Selatan 地区的所有高中都参与了此次研究,并从 SMA Negeri 1 Sutera 抽取了样本。 测试中使用了短测试和长测试。测试产品的有效性、可靠性、可用性和实用性是制作学习模型的一部分。在显著性值设定为 p 0.05 的情况下,使用 IBM SPSS 软件对收集到的数据进行了检验。研究结果表明,采用基于团队比赛的学习模式的体育学习效果差异很大,平均推定分数为 80 分。因此,使用该学习模式的体育学习成绩大于 80 分的替代假设(HA)是正确的。 根据这些数据,使用基于团队比赛的学习模式开发的体育学习成果的平均得分为 84.94 分,可以四舍五入为 85 分。这个数字介于 81 和 100 之间,可以很好地解释。
PHYSICAL EDUCATION LEARNING MODEL BASED ON TEAM PLAY TOURNAMENTS TO BUILD STUDENT PERFORMANCE CHARACTER
Developing a physical education learning model based on Team Play Tournaments is an attempt to improve the work ethic of Senior High School (SMA) students who don't do well in school. The goal is to find flaws in learning models that can be used in schools. This study uses the ADDIE model, a research and development method with five steps: analysis, design, development, implementation, and evaluation. The study was done at Pesisir Selatan Regency's SMA Negeri 1 Sutera. Observation, interviews, documentation, questionnaires, and evaluation sheets of student learning results are some of the tools used in this study. All the high schools in the Pesisir Selatan Regency were part of this study, and samples were taken from SMAN 1 Sutera. Both short and long tests are used for testing. Testing the product's validity, reliability, usability, and usefulness is part of making a learning model. With significance values set at p 0.05, IBM SPSS software was used to examine the collected data. The study showed a big difference between the learning outcomes for physical education using the Team Play Tournament-based learning model, with an average presumptive score of 80. So, the alternative hypothesis (HA) that says the learning results of physical education using the learning model are greater than 80 is correct. Based on these data, the average score for physical education learning outcomes using the development of the Team Play Tournament-based learning model is 84.94, which can be rounded up to 85. This number is between 81 and 100 and can be interpreted very well.