Towards a Gamified Musical Skill Learning Model (MuS-LM): Structural Aspects

Author(s):  
Tania Di Mascio ◽  
Laura Tarantino ◽  
Federica Caruso
Author(s):  
Sayed Kavos Salehi ◽  
Farshid Tahmasebi ◽  
Fateme Sadat Talebrokni

Learning motor skills follows a predictable sequence and stages. The main purpose of this study is to examine Gallahue’s motor learning model and compare it with existing featured models. Until now, several different models have been proposed by several theorists to identify and describe stages of motor learning. Fitts, P.M., and Posner, M.I. (1967. Human performance. Belmont: Brooks/Cole Pub. Co.) proposed a three-stage model for motor skill learning based on the learner’s cognitive state during the learning continuum. Gentile (1972–1978) proposed a two-stage model based on the goals of the learner. Gallahue (1972–2012) presented a three-level model with several accompanying sub-stages. In the present study, these models were compared in order to identify the best model to assist learners and practitioners. Analytical examinations showed that Gallahue’s motor learning model incorporates elements from both Fitts and Posner and Gentile models, but also provides specific guidelines and actions for instructors and practitioners along the learning continuum. Therefore, it seems to be more comprehensive and coherent (logical connection or relevant) in terms of functionality than existing models and provides specific cues for maximizing learning and meet the learner’s needs at each stage of learning.


2018 ◽  
Vol 4 (1) ◽  
pp. 118-125
Author(s):  
Ahmad Hamidi

  The purpose of this research and development is to produce a model of learning basketball skills on learning physical education for students middle school first. In addition, this research and development is conducted to obtain information in depth about: development and application of learning model of bolabasket skill (hamidi) on basketball game for students of middle school first and know the effectiveness, efficiency and attractiveness of student to model made. This research and development use research & development (R & D) research method from borg and gall. The subjects in this research and development are the students of the first class VII students aged 13-14 years as many as 98 people. The instruments used in this research and development are questionnaires, questionnaires, battery test tests used to collect basic engineering skill data, as well as "game performance instrument test" instruments to collect data on students' basketball skills, as for stages in research and this development is, at the stage of: (1) needs analysis, (2) expert evaluation (initial product evaluation); (3) limited testing (small group trial); and (4) the main test (field testing). The model effectiveness test uses a battery test test to determine the level of mastery of students' basic basketball techniques and "GPAI tests" to find out the skill level of play. Data analysis technique used is "t-test" based on data analysis, for elementary technique aspect of students obtained the average value of pre test 29.86 and average post test 50.36, standard deviation pre test 5.5. and post test 6.0, value t -32.36 significance level 0.05 Because H0 is rejected means an increase in basic engineering capability. As for the skills to play based on data analysis using the test "t" obtained the average value of pre test 1.6 and average post test 3.83, standard deviation pre test 0.54 and post test 15.02, t value 0.085 significance level 0.05 Because H0 rejected means there is an increase in the ability of students' playing skills. Based on the data, it can be stated that basketball skill learning model for middle school first students is developed effectively and can improve basic technique skills and basketball playing skills of first medium school students.   Keywords: Development, Game-based learning model, basic engineering skills, playing skills, basketball, students middle school first.


2019 ◽  
Vol 11 (1) ◽  
pp. 71-85
Author(s):  
Akhmad Aji Pradana

The purpose of this study was to analyze the effects of TGT cooperative learning and audiovisual media based learning model on volleyball forearm pass skill learning outcome. Method used in this research was quasi experimental design with pretest-posttest approachment. Instrument used in this study were portofolio assessment approach on volleyball forearm pass skill. The result showed that the implementation of TGT cooperative learning model have shown an increased learning output on volleyball forearm pass skill (27.64 %), meanwhile the implementation of learning model using audiovisual media have shown an increased learning output on volleyball forearm pass skill (34.78 %). Based on the result, it was concluded that the implementation of audiovisual media based learning model have shown better improvement on volleyball forearm pass skill learning output.


Author(s):  
Muhammad Fadhil Al Hakim ◽  
Sariyatun Sariyatun ◽  
Sudiyanto Sudiyanto

Abstract                                                             One of the problems in learning history is that the students could only understand the contents of learning material without understanding it in depth. Such circumstance makes the students less able to think critically in interpreting historical events. This article examines how discovery learning model and CTL learning model become a solution to develop students' critical thinking skills in historical learning. This descriptive qualitative approach was used in this research. The data was conducted by interviews and literature review of previous studies, research journals, books and other reliable sources. From our analysis, the discovery learning and Contextual Teaching and Learning (CTL) are learning models that provide a systematical learning process to improving student`s critical thinking skill. Discovery learning and CTL help teachers to make a connection between learning materials and student`s real-world situations and encourage students to connect their knowledge and praxis in their lives as a family or the member of society. The concept of learning models is not exclusive, but it can be combined with other learning models, such as process skills learning, experiment learning, demonstrations, discussions, and so on. The implementation of students` activities, which tend to construct their knowledge, educate the student to think critically through inquiry process or find their own problems, freedom of questioning, and applying learning community.  Keywords:   Discovery Learning Model, Contextual Teaching Learning, critical thinking skill, learning history 


2021 ◽  
Vol 12 (2) ◽  
pp. 258-266
Author(s):  
Aris Budiman ◽  
Disman Disman

ABSTRAKRendahnya penguasaan konsep dan kecakapan ekonomi pada mahasiswa menjadi latar belakang dari penelitian ini. Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran economics life skills berbantuan aplikasi mobile learning Android. Metode yang digunakan dalam penelitian ini adalah kuasi eksperimen berbantuan aplikasi SPSS. Sample dalam penelitian ini ditentukan dengan random sampling untuk menentukan kelas kontrol dan kelas eksperimen. Berdasarkan Hasil pengujian, diketahui bahwa ada perbedaan rata-rata yang signifikan antara kelas kontrol yang menerima pembelajaran berbasis proyek dan kelas eksperimen yang memperoleh pembelajaran berbasis proyek berbantuan aplikasi mobil elearning. Hal ini dibuktikan dari hasil uji hipotesis yang telah dilakukan dengan hasil uji beda mean dimana kelompok kontrol memiliki rata-rata sebesar 23.26 dibandingkan dengan kelompok eksperimen dengan treatment PjBL berbasis mobile learning sebesar 71.86. Hal ini didukung oleh probabilitas (Sig.) 0,000 < 0.05 yang menunjukkan bahwa ada perbedaan secara signifikan antara kelompok kontrol dan kelompok eksperimen. Para guru dan pengajar dapat mempertimbangkan Project based learning berbantuan aplikasi mobile learning sebagai salah satu alternatif pembelajaran.Kata Kunci: economic life skill learning model, mobile learningAndroid,penguasaan konsepekonomi, kecakapanekonomi ABSTRACTThe low mastery of concepts and economic skills in students is the background of this research. This study aims to determine the effect of the economics life skills learning model assisted by the Android mobile learning application. The method used in this study is a quasi-experimental application assisted by SPSS. The sample in this study was determined by random sampling to determine the control class and the experimental class. Based on the test results, it is known that there is a significant average difference between the control class receiving project-based learning and the experimental class receiving project-based learning assisted by the e-learning mobile application. This is evidenced from the results of hypothesis testing that has been carried out with the results of the mean difference test where the control group has an average of 23.26 compared to the experimental group with PjBL treatment based on mobile learning of 71.86. This is supported by the probability (Sig.) 0.000 < 0.05 which indicates that there is a significant difference between the control group and the experimental group. Teachers and lecturers can consider Project based learning assisted by mobile learning applications as an alternative learning.Keyword: economic life skill learning model, Android mobile learning, mastery of economic concepts, economic skills


2009 ◽  
Vol 4 (2) ◽  
pp. 80-84
Author(s):  
Doug Hart ◽  
Alexa Lamm ◽  
Connie Cecil ◽  
Jim Wilson ◽  
Brett Kaysen

What does a 4-H volunteer do when a child asks to start a project they don’t know anything about? The Expanding 4-H Horizons Swine Leader Guide offers information and activities that can be used by anyone in a club or clinic setting. A team of western regional extension professionals have created and piloted a user friendly tool that can be utilized by 4-H leaders and state/county extension staff. The swine specific manual is the first of four being created that will eventually offer information and activities for the beef, sheep and goat projects. This series of leaders guides are being created to serve as a useful tool that can be utilized across a variety of counties and states by supplementing already existing member manuals. With this curriculum, adults will be able to conduct highly effective activities that emphasize project skills, life skill learning, the experiential learning model and 4-H SET.


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