How is an Educational Program Affected by Using The Competitive Learning Method and Its Impact on Achievement Motivation and The Level of Shooting Performance from the Double and Triple Jump for Basketball Juniors under 16 Years Old | ||||
Assiut Journal of Sport Science and Arts | ||||
Volume 2022, Issue 1, June 2022, Page 133-157 PDF (928.14 K) | ||||
Document Type: Original Article | ||||
DOI: 10.21608/ajssa.2022.329141 | ||||
View on SCiNiTO | ||||
Author | ||||
Abu Bakr Mohamed Mohamed Morsi | ||||
Assistant Professor, Department of Curriculum and Teaching Physical Education - Faculty of Physical Education, New Valley University | ||||
Abstract | ||||
Research objective: Designing an educational program using the competitive learning method and knowing its impact on: 1- Achievement motivation for basketball players under 16 years old in Assiut 2- The performance level of double and triple shooting for basketball players under 16 years old in Assiut Search procedures: Approach used: The research used the semi-experimental approach due to its suitability to the purpose and nature of the research, by using the experimental design of two groups, an experimental group and a control group, and by using (pre-post) for each group. Research community: The research community represents basketball players under 16 years old in Assiut Governorate, who number (60) players and are registered in the Egyptian Basketball Federation for the 2021/2022 sports season.Research sample: The basic research sample was chosen by the intentional method, consisting of (24) basketball players from Assiut Sports Clubs and Muslim youths in the Sunni stage under 16 years old. Shooting skills from double and triple jumps for the control group, while the experimental group is taught according to the educational program using the competitive learning method in its three forms (self-comparativecollective( )21( players were selected from within the original community and outside the basic research sample to conduct the exploratory study on them, as the total research sample reached (36) players, with a rate of (60%) of the research community | ||||
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