Publication Date: 2021/10/07
Abstract: Learning using Virtual Reality (VR) media can be accessed through many platforms such as on Smartphones and has been widely used for various purposes and carried out various studies, but until now no application has been found for sports education with High Order Thinking Skills (HOTS) in the atmosphere of the Covid-19 pandemic. Therefore, the purpose of this study is to examine the development of learning outcomes in sports education materials using Virtual Reality (VR) media with the HOTS model in the covid-19 pandemic atmosphere in the New Normal era. This type of research uses a quasi-experiment with a quantitative approach. The design of this research is One Group Pretest-Posttest Design. The participants were 80 students (38 girls and 42 boys) aged 11 to 13 years at the basic education level. Instruments for assessing the appearance of basic sports movements (volleyball, basketball, soccer), athletics, artistic gymnastics; and cognitive abilities. From the results of the analysis using the SPSS (Statistical Package for the Social Sciences) computer application version 21, it can be seen that the pre-test results of 80 participants had an average value of 35.32 standard deviation values of 27.64 and variance values of 764.35. Organizing aspect, the acquisition of t table value is 1.664 with α = 0.05 for one party (one tail) and the t-count value is 2.048 with pvalue 0.00041 with a confidence level of 95%. This shows that the null hypothesis (H0) is rejected and the working hypothesis (H1) is accepted. Attributing aspect, the acquisition of t-table value is 1.664 with α = 0.05 for one party (one tail) and the t-count value is 3.533 with p-value 0.00041 with a confidence level of 95%. This shows that the null hypothesis (H0) is rejected and the working hypothesis (H1) is accepted. The HOTS model of virtual reality (VR) media in an atmosphere of the Covid-19 pandemic improves learning outcomes in sports education at the basic education level. The HOTS model of virtual reality (VR) media is suitable for use in the atmosphere of the Covid-19 pandemic in the new normal era.
Keywords: Component Virtual Reality; Hight Order Thinking Skill; Learning; Sports; Covid-19 Pandemic.
DOI: No DOI Available
PDF: https://ijirst.demo4.arinfotech.co/assets/upload/files/IJISRT21SEP455.pdf
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