Transforming physical education: online learning trough sport modification and mini-games

Background. This study considers the low learning outcomes of students in the subject of modified sports and small games as a problem that is more caused by the lack of learning media facilities for students in online classes which causes them to be less able to understand the material provided....

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Bibliographic Details
Main Authors: Yuni Astuti, Oyatra Utama Warda, Rizki Almauli, Rosmawati Rosmawati, Bayu Haryanto, Erianti Erianti
Format: Article
Language:English
Published: FEADEF 2025-02-01
Series:Retos: Nuevas Tendencias en Educación Física, Deportes y Recreación
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Online Access:https://185.79.129.203/index.php/retos/article/view/111193
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Summary:Background. This study considers the low learning outcomes of students in the subject of modified sports and small games as a problem that is more caused by the lack of learning media facilities for students in online classes which causes them to be less able to understand the material provided. Objective. is to develop a conceptualization of e-modules on the subject of modification of sports and small games with the aim of optimizing physical learning amid restrictions on face-to-face activities. In this context, online learning applications are designed to provide practical solutions in teaching sports and games that can be done in the open space without reducing the essence of sports modification learning. Method. In this Research and Development (R&D), the ADDIE development model was used with a quasi-experimental approach to see the effectiveness of the products developed with a sample of 85 sports education department students. Data were analyzed with inferential statistics from the results of questionnaire data and skill tests used. What other activities are actually needed such as research methods, exploration of potential and existing problems, gathering information by developing and validating and revising and testing game models in connection with the effectiveness and efficiency of the model used. Result. The results showed from material experts that at the development stage and the level of validity obtained a score of 3.60 including in the very valid category with a percentage of 90.5. There are also findings of media expert validation with a score of 3.65 which is included in the high valid category with a percentage of 92.55%. The results of this study are expected to contribute to the development of physical learning methods that are more flexible and accessible to various groups, especially in the growing digital era.
ISSN:1579-1726
1988-2041