The effect of learning models on creativity, knowledge and big ball game skills in high school students


Authors: Nugroho Susanto, Nurhasan Nurhasan, Edy Mintarto, Nur Azis Rohmansyah, Syahruddin, and Ashira Hiruntrakul
Page Range: 17-22
Published in: International Journal on Disability and Human Development, Volume 22 Issue 1
ISSN: 2191-1231

Table of Contents


This study aims to analyze learning model from TGFU, sport education, is suitable for high, medium, and low achievement students towards creativity, knowledge and skills of big ball games in PE learning for high school students. The update of the research obtained by the author tries to continue the research on the basis suggested by previous researchers, namely using an experimental design in which the pre-test scores with existing groups can also be controlled. The sample was divided into three groups which included; the TGFU group of 64 students; the Sport Education group of 58 students; the control group of 59 students. Given treatment twice every week for eight weeks. The data were processed statistically using one-way analysis of variance and multiple linear regression analysis. For this reason, analysis prerequisite tests are needed, including: normality test, variance homogeneity test, linearity test, and multicollierity test. The results of data analysis indicated; the TGFU learning model was able to increase students’ creativity by 17.76%; student knowledge 87.18%; and student skills 19.93%; SE learning model in being able to increase student creativity by 14.71%; student knowledge 64.08%; and student skills 24.28%; There is a significant difference between the TGFU, sports education and traditional learning models in influencing the improvement of creativity in big ball games. The conclusion of the research results can be concluded that there is a significant effect on the TGFU learning model on increasing creativity, knowledge, and big ball game skills.

Keywords: Model, learning, creativity, knowledge, skills

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