基于排球游戏在体育教学中的认知发展

N. Salimin, Noraliza Minhat, G. Elumalai, M. Shahril, Guntur Ysu
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引用次数: 2

摘要

背景:本研究旨在探讨理解教学游戏(TGfU)、体育教育模式(SEM)和混合理解教学游戏(HTGfU - SEM)对初一学生排球游戏认知表现的影响。学生的认知侧重于战术决策方面的开合空间和选择在比赛中使用的技巧。研究方法:本研究采用准实验方法,以96名中一学生为样本。对照组为TGfU,治疗组为SEM和HTGfU-SEM。研究工具改编自游戏绩效评估工具(GPAI),效度值(r = 0.81)。这些改进的仪器被用来评估羽毛球游戏的认知方面。采用Mean、SD、ANOVA、ANCOVA、MANOVA和postthoc检验对认知数据进行分析。结果:通过多变量检验,对排球游戏的整体战术决策有显著的影响。特别是在排球3对3玩法中,通过SEM, F (2,93) = 10.054, p < 0.05, η2 = 0.178。结论:本研究结果为在体育游戏教学中实施SEM提供了强有力的依据,因为它可以提高学生的认知能力,特别是在开合空间的战术决策和技能选择方面。认知能力的提升可以增强学生对游戏技能的掌握能力。
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COGNITIVE DEVELOPMENT BASED ON THE VOLLEYBALL GAME PLAY IN PHYSICAL EDUCATION
Background: The purpose of this study is to determine the effects of the Teaching Games for Understanding (TGfU), Sport Education Model (SEM), and Hybrid Teaching Games for Understanding Sport Education Model (HTGfU– SEM) on the cognitive performance among Form 1 students on volleyball gameplay. Student’s cognitive focusing on the tactical decision-making aspect of opening and closing space and selection of skills used in the game. Methodology: The study is using the quasi-experimental method involving a sample of 96 Form 1 students. The control group is TGfU while, the treatment groups are SEM and HTGfU-SEM. The research instrument was adapted from the Game Performance Assessment Instrument (GPAI) with the validity value (r =.81). These modified instruments were used to assess the cognitive aspects of badminton gameplay. The Mean, SD, ANOVA, ANCOVA, MANOVA and posthoc test were used to analyze the cognitive data. Results: As for the overall tactical decision making via a multivariate test in volleyball gameplay indicated significant effect through SEM. Especially for closing space in volleyball 3 vs. 3 gameplay through SEM, F (2, 93) = 10.054, p < 0.05, η2 = .178. Conclusion: The findings of this study provide a strong justification for implementing SEM in teaching and facilitating physical education games since it may enhance student’s cognitive ability especially in tactical decision-making in opening and closing space and selection of skills. Advancement in cognitive ability may enhance student’s capacity to mastery of in-game skills.
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