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.
研究概览
地位
研究类型
注册 (实际的)
阶段
- 不适用
联系人和位置
学习地点
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Erzincan、土耳其(türkiye)
- Erzincan Binali Yıldırım University
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参与标准
资格标准
适合学习的年龄
- 成人
接受健康志愿者
描述
Inclusion Criteria:
- To study at the Faculty of Sports Science
Exclusion Criteria:
- Who refuses to learn badminton
学习计划
研究是如何设计的?
设计细节
- 主要用途:其他
- 分配:非随机化
- 介入模型:并行分配
- 屏蔽:无(打开标签)
武器和干预
参与者组/臂 |
干预/治疗 |
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实验性的: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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有源比较器: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. |
研究衡量的是什么?
主要结果指标
结果测量 |
措施说明 |
大体时间 |
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Badminton Achievement Test Score
大体时间: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
大体时间: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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合作者和调查者
研究记录日期
研究主要日期
学习开始 (实际的)
初级完成 (实际的)
研究完成 (实际的)
研究注册日期
首次提交
首先提交符合 QC 标准的
首次发布 (实际的)
研究记录更新
最后更新发布 (实际的)
上次提交的符合 QC 标准的更新
最后验证
更多信息
与本研究相关的术语
其他研究编号
- numbered 08/10
计划个人参与者数据 (IPD)
计划共享个人参与者数据 (IPD)?
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