Utilizing the college's online educational platform (Google Classroom) to restore an educational environment. The objective is to find a formula that can link diverse educational environments, including synchronous and asynchronous e-learning, to the present and realistic environment. A research study aims to answer that question. The effect of a curriculum based on a variety of educational data, as well as identifying preferences between the two groups regarding technical performance and the effectiveness of the triple jump. For the research procedures, an educational curriculum has been prepared that exploits the most important part of the main unit, and the third chapter focused on the presentation and analysis of research data and the use of appropriate statistical methods to reach conclusions and achieve research hypotheses.
In the fourth chapter, the results and recommendations for developing the control mental groups for the triple jump were presented. Following the triple jump test, experimental participants had higher arithmetic means than control participants. As for the recommendations, it was the possibility of applying the approach used by the researcher in learning the effectiveness of the triple jump. The possibility of using this approach after it was modified on other games to learn the basic skills in them.
The recommendations are about the possibility of applying the approach used by the researcher in learning the effectiveness of the triple jump. The possibility of applying this approach, after modifying it, to other games to learn the basic skills in them.
Hassan, Muhamad Adnan; Dakhil, Ali Attia; and Abd, Sanaa Abdul Ameer
"The impact of a curriculum based on a variety of educational environments on student learning of Triple Leap Event technical performance,"
Journal of STEPS for Humanities and Social Sciences: Vol. 1
, Article 106.
Available at: https://doi.org/10.55384/2790-4237.1170
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