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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