Learning using Virtual Reality (VR) media can
be accessed through many platforms such as on
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
Order Thinking Skills (HOTS) in the atmosphere of the
Covid-19 pandemic. Therefore, the purpose 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 80 students (38 girls and 42
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 80 participants
had an average value of 35.32 standard deviation values
of 27.64 and variance values of 764.35. Organizing aspect,
the acquisition of t table value is 1.664 with α = 0.05 for
one party (one tail) and the t-count value is 2.048 with pvalue 0.00041 with a confidence level of 95%. This shows
that the null hypothesis (H0) is rejected and the working
hypothesis (H1) is accepted. Attributing aspect, the
acquisition of t-table value is 1.664 with α = 0.05 for one
party (one tail) and the t-count value is 3.533 with p-value
0.00041 with a confidence level of 95%. This shows that
the null hypothesis (H0) is rejected and the working
hypothesis (H1) is accepted. The HOTS model of virtual
reality (VR) media in an atmosphere of the Covid-19
pandemic improves learning outcomes in 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 new normal era.
Keywords : Component Virtual Reality; Hight Order Thinking Skill; Learning; Sports; Covid-19 Pandemic.