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Effectiveness Of Tactical Game Model in Badminton

Evaluating the Effectiveness of the Tactical Game Model in Teaching Badminton: A Quasi-Experimental Study

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07658911
Enrollment
40
Registered
2026-06-22
Start date
2022-10-07
Completion date
2022-11-25
Last updated
2026-06-22

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Badminton Achievement Test, Game Performance

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

OTHERgame teaching model

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.

OTHERdirection teaching model

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

Zonguldak Bulent Ecevit University
Lead SponsorOTHER

Study design

Allocation
NON_RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
NONE

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

Sex/Gender
ALL
Age
20 Years to 25 Years
Healthy volunteers
Yes

Inclusion criteria

* To study at the Faculty of Sports Science

Exclusion criteria

* Who refuses to learn badminton

Design outcomes

Primary

MeasureTime frameDescription
Badminton Achievement Test ScoreBaseline and Week 8Points 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 ScoreBaseline and Week 8Score Game Performance Assessment Scale (GPAS) score. Scores range from 0 to 100, with higher scores indicating better game performance.

Countries

Turkey (Türkiye)

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jun 23, 2026