Badminton Achievement Test, Game Performance
Conditions
Brief summary
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.
Interventions
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.
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.
Sponsors
Study design
Intervention model description
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.
Eligibility
Inclusion criteria
* To study at the Faculty of Sports Science
Exclusion criteria
* Who refuses to learn badminton
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Badminton Achievement Test Score | Baseline and Week 8 | 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. |
| Game Performance Assessment Scale Score | Baseline and Week 8 | Score Game Performance Assessment Scale (GPAS) score. Scores range from 0 to 100, with higher scores indicating better game performance. |
Countries
Turkey (Türkiye)