THE USE OF VIRTUAL REALITY MEDIA WITH THE HIGH OTHER THINKING SKILL MODEL IN SPORT EDUCATION: LEARNING IN THE PANDEMIC SCENE OF COVID 19 IN THE NEW NORMAL ERA Iis Marwan, Nia Rohayati, Agus Arief Rahmat, Arif Abdul Malik
Siliwangi University
Abstract
Learning using Virtual Reality (VR) media can be accessed through many platforms such as smartphones and has been widely used for various purposes and carried out various studies, but until now no application has been found for sports education with High Other Thinking Skills (HOTS) in the atmosphere of the Covid-19 pandemic. Therefore, the aim of this study is to examine the development of learning outcomes in sports education materials using Virtual Reality (VR) media with the HOTS model in the covid-19 pandemic atmosphere in the New Normal era. This type of research uses a quasi experiment with a quantitative approach. The design of this research is One Group Pretest-Posttest Design. The participants were 32 students (16 girls and 16 boys) aged 11 to 13 years at the basic education level. Instruments for assessing the appearance of basic sports movements (volleyball, basketball, soccer), athletics, artistic gymnastics- and cognitive abilities. From the results of the analysis using the SPSS (Statistical Package for the Social Sciences) computer application version 21, it can be seen that the pre-test results of 32 participants had an average value of 35.32 standard deviation values of 27.64 and variance values of 764.35. As for the post-test results, 32 participants had an average value of 59.52 standard deviation values of 23.45 and variance values of 549.99. From these results, the value of tcount > ttable (8,248> 2,042) with a significance level of 5% or 0.05, according to the basis for decision making in the Paired Sample T-Test, it can be concluded that Ha is accepted and Ho is rejected, which means that from the test results after giving treatment with a percentage value of 68.51%. The HOTS model of virtual reality (VR) media in an atmosphere of the Covid-19 pandemic improves learning outcomes for sports education at the basic education level. The HOTS model of virtual reality (VR) media is suitable for use in the atmosphere of the Covid-19 pandemic in the