Effectiveness Of Tactical Game Model in Badminton
Evaluating the Effectiveness of the Tactical Game Model in Teaching Badminton: A Quasi-Experimental Study
Evaluating the Effectiveness of the Tactical Game Model in Teaching Badminton: A Quasi-Experimental Study
This study investigated the effectiveness of the Tactical Game Model (TGM) in teaching badminton, aiming to determine its impact on students' tactical awareness, decision-making, and skill performance.
A quasi-experimental pre-test-post-test control group design was employed with 40 university students enrolled in a badminton course. The experimental group received instruction based on the TGM approach, while the control group followed a traditional skill-based model. Data were collected through the Game Performance Assessment Instrument (GPAI) and a standardized Badminton Achievement Test. Statistical analysis included ANCOVA and paired-sample t-tests, with effect sizes interpreted according to Cohen's criteria.
調査の概要
状態
研究の種類
入学 (実際)
段階
- 適用できない
連絡先と場所
研究場所
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Erzincan、トルコ(Türkiye)
- Erzincan Binali Yıldırım University
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参加基準
適格基準
就学可能な年齢
- 大人
健康ボランティアの受け入れ
説明
Inclusion Criteria:
- To study at the Faculty of Sports Science
Exclusion Criteria:
- Who refuses to learn badminton
研究計画
研究はどのように設計されていますか?
デザインの詳細
- 主な目的:他の
- 割り当て:非ランダム化
- 介入モデル:並列代入
- マスキング:なし(オープンラベル)
武器と介入
参加者グループ / アーム |
介入・治療 |
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実験的:Arm 1 (Experimental): Tactical Game Model group.
Participants in the experimental group underwent an eight-week training programme based on TGM, consisting of one session per week, each lasting two hours.
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he Tactical Game Model (TGM) intervention in this study focuses on teaching badminton skills through modified game-play and tactical awareness, rather than isolated skill drills.
Unlike traditional direct instruction methods used in the control group (which emphasize technical repetition before game play), the TGM approach begins with a modified badminton game designed to highlight a specific tactical problem (e.g., creating space or attacking the opponent's court).
This is followed by tactical questioning by the instructor, a situated skill practice, and a return to the modified game to apply the learned skills.
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アクティブコンパレータ:Arm 2 (Active Comparator): The traditional teaching method group.
Using the direct instruction model (DIM), badminton lessons were held for two hours once a week over an eight-week period.
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The Badminton Proficiency Test and Game Performance Assessment Scale were administered as a pre-test Badminton instruction was delivered using the direct instruction model (DIM) for 8 weeks, at a rate of 2 hours per week. The Badminton Proficiency Test and Game Performance Assessment Scale were administered as a post-test. |
この研究は何を測定していますか?
主要な結果の測定
結果測定 |
メジャーの説明 |
時間枠 |
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Badminton Achievement Test Score
時間枠:Baseline and Week 8
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Points The Badminton Achievement Test is a 15-item multiple-choice test designed to assess participants' knowledge of badminton rules, techniques, and tactics.
Scores range from 0 to 15, with higher scores indicating greater badminton knowledge and proficiency.
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Baseline and Week 8
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Game Performance Assessment Scale Score
時間枠:Baseline and Week 8
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Score Game Performance Assessment Scale (GPAS) score.
Scores range from 0 to 100, with higher scores indicating better game performance.
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Baseline and Week 8
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協力者と研究者
研究記録日
主要日程の研究
研究開始 (実際)
一次修了 (実際)
研究の完了 (実際)
試験登録日
最初に提出
QC基準を満たした最初の提出物
最初の投稿 (実際)
学習記録の更新
投稿された最後の更新 (実際)
QC基準を満たした最後の更新が送信されました
最終確認日
詳しくは
本研究に関する用語
その他の研究ID番号
- numbered 08/10
個々の参加者データ (IPD) の計画
個々の参加者データ (IPD) を共有する予定はありますか?
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この情報は、Web サイト clinicaltrials.gov から変更なしで直接取得したものです。研究の詳細を変更、削除、または更新するリクエストがある場合は、register@clinicaltrials.gov。 までご連絡ください。 clinicaltrials.gov に変更が加えられるとすぐに、ウェブサイトでも自動的に更新されます。