The Influences Of Watching And Observing Videos Towards Bowling Game Performances Among ASASIpintar Students
In this entry, i will use english in my writing. This is my experience of making a research proposal.
The Influences of Wathcing and Observing Videos
Towards Bowling Game Performances Among ASASIpintar Students
Ten-Pin bowling is a sport in which a bowler rolls a bowling ball down
a wood-structure or synthetic (polyurethane)
lane and towards ten pins positioned at the end of the lane. The objective is
to score points by knocking down as many pins as
possible. Three finger holes are drilled into a traditional bowling ball, and
weights vary considerably to make the sport playable for all ages. The pins are
arranged in a triangular position by an automated machine. While professional
ten-pin bowling tournaments are held in numerous countries, the sport is
commonly played as a hobby by millions of people around the world.
In Canada, United States, United
Kingdom, Ireland and Australia, the game is commonly referred to as just "Bowling".
In New England, "bowling" is usually
referred to as "ten-pin bowling" or "big-ball bowling",
because of the smaller diameter, lighter weight ball used in the Worcester,
Massachusetts-conceived
sport of candlepin bowling from 1880, and the similarly
"small-ball" sport of duckpin bowling (conceived
in 1895), popular in the Northeast United States, as well as Canada's own sport
of five-pin bowling, all three of which use smaller
diameter, lighter weight bowling balls when compared to tenpin bowling, without
the necessity for finger holes in them.
This games does not involving so
much in strategy but more on skills based games. As the popularity going up, bowling being seen as one of the common games played by peoples
especially when they are hang-out with friends or family. Bowling is fun-easy
play, cheap and also interesting game. However it was a skills based games,
people who don’t have the skills and want to have fun also can play it as long
as it was not a serious game or tournament. Bowling centre also found easily
anywhere and usually located in shopping mall. Moreover the price ticket to
play bowling is cheap in most centre thus make it a preferred game to chill up
and took away work stress for a while. There is a variety of score of every
person. Peoples who never play this games can have a higher score than who
always play it and vice versa. But how players who only play it for once can
score more than them? How they learn to play bowling?
Based on that, some researches have been taken out. Observation is
one of the method to improve game play. By observe and watching games, tactic
can be and technique can be change. This is especially for the coaches and
sports professional. (Wen Gao, 1989; Qinming Huang, 1993; Guanggyu Zhu, &
Yong Rui, 1997; Changsheng Xu, 2001; Hongxun Yao, 2002; Shuqiang Jiang, 2004).
Recent research showed that they believe recreation on sports can impact and
reflection on social problem industries in which programs are addressing crime prevention, juvenile
delinquency, and other social ills through the provision of sport and
recreation programs (Robert Pitter, David L. Andrews, 2012). From the research,
we can conclude that recreations and sports are important factor to avoid crime
and social ills. By that, is it affecting the technique or tactic of the
players when they keep thinking about works problem and are they really enjoy
it?
Gender sport stereotypes are
conveyed from social environment to adolescents and that they can lead to drop
out. But the stereotypes and perception of him or herself that mediate them to
do so (Julie Boiché, Mélissa Plaza, Aïna Chalabaev, Emma Guillet-Descas, Philippe
Sarrazin). Other research shows the way on how to improve teaching. Watching
videos is an effective method to the question as it encourage change to help
them focus their analysis, see their teaching from a new perspective, trust the
feedback they received, feel accountable to change their practice, remember to
implement changes, and see their progress (Tonya R. Tripp & Peter J. Rich,
2012). There is also a related research that said the improvement of attention
towards the students and also increasingly made space for student thinking to
emerge in the classroom, probed students underlying understandings, and learned
from their students while teaching after they watched the videos and discuss it
(The influence of video analysis on the process of teacher change). Several
studies (A. Hanjalic & Li Qun Xu, 2005) have explored the affection of video content representation and modeling. They find
out that affective content analysis is also likely to contribute to enhancing
the quality of personalizing the video delivery to the user. Those articles and
researches showed that videos can influence people either a little bit or big
influences.
As a group, these studies suggest that there are influences from
what we observes and what we do. Video is one of the observation we make. It is
believe that there is some influences towards ourselves after watching the
videos especially affecting our sports performances. Other than that, the
sports also can decrease the social problems thus make it as the importance
medium to avoid crime. This may because of the stress they had in working.
Besides that, their enjoyment of the sports and performance also may results by
those problems that haunt them. Stereotyping is also one of the important
factors for the performance of an individual besides observing and watching
videos particularly when the stereotype is from her or him selves.
The purpose of this study is to examine or find out the influences
and effects after watching and observing related videos to the performance of
sport game. Several studies do prove the influences of observing videos to
their work. Peoples or athletes performance can be improve if this research
show a positive result.
Participants of ASASIpintar students will be select. They might be
two persons only. One of them will be show the video or could be bowling
tutorials or other related videos every day. And the other one is not show any
related videos. For twice a week, they are needed to be play bowling game for three
games. Average score of the three games will be recorded. This event will be
held for several week until the data collected are valid to be use. The
prediction is that the one who watched and observed related videos will have
the highest marks if there is no other error and other factors affecting their
performance.
Method
Participants
Two
students of ASASIpintar who never played bowling games before are selected. It
is important to make it sure that both of them never played bowling before.
Participants might be girl or boy as there is no any consequences there. They
need to have a strong physical enough to play the games.
Design
This
study use two difference type of person which is the one who do not observe or
watch any related videos about bowling and the one who watch and observe
related videos every day. The depending measures are the score by each of them.
Materials
Bowling
centre for the venue of the games. Common attire for playing bowling games with
specific bowling shoes. The presentable score board. Calculator to calculate data
of the two students. Working laptop with wifi connection for the material to
watch and observe the related bowling videos. After all the data had been taken
down, calculate it and make a statistics in the laptop with Microsoft Excel
software.
Procedure
Two students of ASASIpintar either
boys or girls who never played bowling games before are selected. Two of them
must have a strong physical enough to play the games. Provide a person from the
two with working laptop and have the wifi connection as the medium for him or
her to watch and observe related videos. While the other one is not given any
material. Make it sure that the one who not survey or observe about bowling
games not to do so otherwise the research is not valid. The purpose of this
study will not be tell to them.
For twice a week for several weeks,
they needed to play bowling. It must be the same day and time for both of them
to play. Data is collect for each of the events. Both of them also will play in
difference row of the bowling row to make sure they not influence each other.
They only be told the purpose of the study when all the research had been
collected. All of participants will be thanked for participating in the
research.
Results
All the data will be key in and
calculated on the Microsoft Excel to get the result. The resulting possible
range is that the score of the one who watch and observes related videos will
at least a little bit higher than the other one. For example, the average score
of him or her is 500 while the other one is 450. The mean and standard
deviation for each condition of dependent variable will be obtained. These are
the descriptive statistics.
Discussion
The results of this study will be
restated and evaluated in light of the inferential hypothesis. If the results
are as predicted, it can be used to being promote and apply to some activity
such as in sports and others. The generality of influences of watching and observing
videos towards bowling game performances among ASASIpintar students will be
extended to any other suitable area. How the results relate to previous
research and to the theoretical issues discussed in the introduction will also
be discussed. Practically implications of the results for money will also be
considered.
Limitations of the current research
will be identified, along with suggestions for how future research can build
upon the findings of current study. One limitation to the generalizability of
the finding is the use of only one variable. Future research could add some
variable to establish the robustness of the results of the present study.
Finally, the results and importance of this study will be summarized.
References
Gao, W., Huang,
Q., Zhu, G., Rui, Y., Xu, C., Yao, H., Jiang, S. (2007). Trajectory based event
tactics analysis in broadcast sports video. Sports Analysis, 7, 58-67. doi: 10.1145/1291233.1291250
Pitter, R.,
Andrews, L. L. (2012). Serving america's underserved youth: Reflections on sport
and recreation in an emerging social problems industry. Roles of Decipline, 49,
85-99. doi: 10.1080/00336297.1997.10484225
Boiché, J.,
Plaza, M., Chalabaev, A., Guillet-Descas, E., Sarrazin, P. (2014). Social
antecedents and consequences of gender-sport dereotypes during adolescence. Psychology
of Women, 2
Tripp, T. R.,
& Rich, P. J., (2012). The influence of video analysis on the process of
teacher change. Teaching and Teacher Education, 28, 728-739. doi: 10.1016/j.tate.2012.01.011
Hanjalic, A.,
& Xu, L. Q. (2005). Affective video content representation and modeling. IEEE
Transactions on Multimedia, 7, 143-154. doi: 10.1109/TMM.2004.840618
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