scholarly journals Pengembangan Perangkat Pembelajaran Kebugaran Jasmani Berbasis Aplikasi Articulate Storyline

2021 ◽  
Vol 3 (4) ◽  
pp. 192-205
Author(s):  
Mia Wirda Ardilla ◽  
Lokananta Teguh Hari Wiguno ◽  
Ari Wibowo Kurniawan ◽  
Mu’arifin Mu’arifin

Abstract: Research product development aims to develop physical fitness learning tools based on the articulate storyline application for the KKG PJOK SD in Purwosari District, Pasuruan Regency. This study uses the Research and Development (R&D) method or development research. The subjects for the small group trial involved 8 primary school Physical Education and Health teachers, and the large group trial subjects involved 26 Physical Education, Health and Sports teachers in Purwosari District. The results obtained are the percentage of learning experts 90%, elementary game experts 96%, PJOK experts 77%, media experts 96%, Physical fitness experts 78%, then 91% for trial I and 89% for trial II. The conclusion in this development research is that the articulate storyline application development product is feasible to be used as a support in learning physical fitness.   Abstrak: Penelitian produk pengembangan yaitu bertujuan untuk mengembangkan perangkat pembelajaran kebugaran jasmani berbasis aplikasi articulate storyline untuk KKG PJOK SD di Kecamatan Purwosari, Kabupaten Pasuruan. Penelitian ini menggunakan metode Research and Development (R&D) atau penelitian pengembangan. Subjek untuk uji coba kelompok kecil melibatkan 8 guru Pendidikan Jasmani Olahraga dan Kesehatan sekolah dasar, dan subjek uji coba kelompok besar melibatkan 26 guru Pendidikan Jasmani, Kesehatan dan Olahraga di Kecamatan Purwosari.  Didapatkan hasil data yaitu dengan persentase ahli pembelajaran 90%, Ahli permainan SD 96%, Ahli PJOK 77%, Ahli Media 96%, Ahli Kebugaran Jasmani 78%, kemudian 91% untuk uji coba I dan 89% untuk uji coba II. Kesimpulan dalam penelitian pengembangan ini yaitu produk pengembangan aplikasi articulate storyline ini layak untuk dipergunakan sebagai penunjang dalam pembelajaran kebugaran jasmani.

2020 ◽  
Vol 4 (2) ◽  
pp. 31
Author(s):  
Syahrul Yanuar Ramadhan ◽  
Ari Wibowo Kurniawan ◽  
Dona Sandy Yudasmara ◽  
Mu'arifin Muarifin ◽  
Febrita Paulina Heynoek ◽  
...  

Tujuan penelitian pengembangan ini adalah mengembangkan dan menguji kelayakan produk perangkat pembelajaran berbasis model pembelajaran Project Based Learning dalam pembelajaran pendidikan jasmani, kesehatan dan rekreasi materi sepakbola di Sekolah Dasar Kabupaten Pasuruan. Dalam penelitian ini menggunakan metode Research and Development (R&D). Pengumpulan data menggunakan instrumen angket/kuesioner. Subjek uji coba kelompok kecil berjumlah 6 guru PJOK dan uji coba kelompok besar berjumlah 8 guru PJOK. Berdasarkan hasil  analisis data menunujukkan uji coba kelompok kecil dengan tingkat kelayakan 84%, uji coba kelompok besar dengan tingkat kelayakan 88%. Hasil dari penelitian dapat disimpulankan bahwa produk pengembangan perangkat pembelajaran layak digunakan. Abstract____________________________________________________________ The purpose of this development research is to develop and test the feasibility of learning products based on the Project Based Learning learning model in physical education, sports and health learning soccer motion material in Pasuruan Regency Elementary School. In this study using the method of Research and Development (R&D). Data collection using a questionnaire / questionnaire. Small group trial subjects were 6 PJOK teachers and large group trials were 8 PJOK teachers. Based on the results of data analysis, it shows a small group trial with a feasibility level of 84%, a large group trial with a feasibility level of 88%. The results of the study can be concluded that the product development of learning devices is feasible to use.


2021 ◽  
Vol 3 (10) ◽  
pp. 790-799
Author(s):  
Adz Dzaria Nisa Solecha ◽  
Ari Wibowo Kurniawan

Abstract: This research and development aims to develop learning tools for jujitsu newaza techniques based on articulate storylines in the form of an application used for learning media for newaza jujitsu for PBJI athletes and coaches in Blitar Regency and also useful as a reference and development for further research. The development method used in this research is the Research and Development (R&D) method or development research. The small group trial subjects involved 9 PBJI athletes in Blitar Regency and the large group trial subjects involved 13 PBJI athletes in Blitar Regency. The results of the analysis of the experts who have done the validity, the percentage of the evaluation of coaching experts is 91 percent which means very valid, the results of the evaluation of media experts are 96 percent which means very valid, the results of the evaluation of the jujitsu experts are 77 percent which means very valid, the results of the group trial small obtained 82 percent which means very valid, the results of large group trials obtained 90 percent which means very valid. Based on the analysis of these data, it can be concluded that the development product of learning media jujitsu newaza (fights below) based on the articulate storyline application can be said to be "suitable for use" for the newaza learning media for PBJI Blitar Regency. It is recommended that in learning jujitsu, the newaza technique based on the articulate storyline is only used in the newaza material before learning newaza in the core activities of learning newaza. Abstrak: Penelitian dan pengembangan ini bertujuan untuk mengembangkan perangkat pembelajaran Teknik jujitsu newaza yang berbasis articulate storyline yang berupa sebuah aplikasi yang digunakan untuk media pembelajaran jujitsu newaza, memberikan kemudahan belajar secara visualisasi bagi atlet dan memberikan akses yang mudah terhadap materi newaza untuk atlet dan pelatih PBJI Kabupaten Blitar dan juga bermanfaat menjadi rujukan dan pengembangan untuk penelitian selanjutnya. Metode pengembangan yang digunakan dalam penelitian ini adalah metode Research and Development (R&D) atau penelitian pengembangan. Subjek uji coba kelompok kecil melibatkan 9 atlet PBJI Kabupaten Blitar dan subjek uji coba kelompok besar melibatkan 13 atlet PBJI Kabupaten Blitar. Hasil analisis dari para ahli yang sudah melakukan validitas maka diperoleh persentase evaluasi ahli kepelatihan 91 persen yang berarti sangat valid, hasil evaluasi ahli media diperoleh 96 persen yang berarti sangat valid, hasil evaluasi ahli jujitsu diperoleh 77 persen yang berarti sangat valid, hasil uji coba kelompok kecil diperoleh 82 persen yang berarti sangat valid, hasil uji coba kelompok besar diperoleh 90 persen yang berarti sangat valid. Berdasarkan analisis data tersebut, maka dapat disimpulkan bahwa produk pengembangan media pembelajaran jujitsu newaza (perkelahian bawah) berbasis aplikasi articulate storyline dapat dikatakan “layak digunakan” untuk media pembelajaran newaza untuk PBJI Kabupaten Blitar. Disarankan dalam pembelajaran jujitsu teknik newaza berbasis articulate storyline ini hanya digunakan pada materi newaza sebelum melakukan pembelajaran newaza pada kegiatan inti pembelajaran newaza.


2021 ◽  
Vol 3 (4) ◽  
pp. 167-179
Author(s):  
Dimas Chandra Gunawan ◽  
Lokananta Teguh Hari Wiguno ◽  
Ari Wibowo Kurniawan ◽  
Mu’arifin Mu’arifin

Abstract: Research product development is aimed at developing a soccer learning device based on the application articulate storyline for the physical education working group elementary school in Sumbermanjing Wetan District, Malang Regency. This study uses the Research and Development method or development research. Subjects for small group trials involved 10 primary school PJOK teachers and subjects for large groups involved 41 primary school PJOKs, namely the Teacher Working Group (KKG) in Sumbermanjing Wetan District. Obtained from data analysis, namely with a percentage of 94% of learning experts, 97% of elementary game experts, 89% of physical education, sports and health experts, 99% of media experts, 95% of soccer experts, 88% the results of trial I, the percentage of 86% of the results of trial II. The conclusion in this development research is that the application development product articulate storyline is suitable to be used as a support in learning football.   Abstrak: Penelitian produk pengembangan yaitu bertujuan mengembangkan perangkat pembelajaran sepakbola berbasis aplikasi articulate storyline untuk KKG PJOK SD di Kecamatan Sumbermanjing Wetan, Kabupaten Malang. Penelitian ini menggunakan metode Research and Development atau penelitian pengembangan. Subjek untuk uji coba kelompok kecil melibatkan 10 guru PJOK SD dan subjek untuk kelompok besar melibatkan 41 PJOK SD yaitu Kelompok Kerja Guru (KKG) di Kecamatan Sumbermanjing Wetan. Didapat dari analisis data yaitu dengan persentase 94% dari ahli pembelajaran, persentase 97% ahli permainan SD, persentase 89% dari ahli pendidikan jasmani, olahraga dam kesehatan dengan, persentase 99% dari ahli media, persentase 95% dari ahli sepakbola, persentase 88% hasil uji coba I, persentase 86% hasil uji coba II. Kesimpulan dalam penelitian pengembangan ini yaitu produk pengembangan aplikasi articulate storyline ini layak dipergunakan sebagai penunjang dalam pembelajaran sepakbola.


Author(s):  
Moh. Syobil Birri ◽  
Agus Hariyanto ◽  
Abdul Rachman Syam Tuasikal

The purpose of this development research is to improve physical fitness in the Physical Education learning process. The development of the traditional sports game model "Bentengan" is carried out in several stages: needs analysis, product manufacturing, evaluation and validation, phase I trials, product revisions, phase II trials, stage 2 product revisions (last revision). The subjects of this study were fourth grade students of MI from Madrasah Ibtidaiyah in Maduran sub-district, Lamongan Regency (MIM 10 Gedangan, MIM 1 Pangkatrejo, MI NU Pangkatrejo, and MI Al-Islamiyah Parengan). Expert validation was carried out by two experts. The first phase of the experiment was carried out on 25 students with 1 PJOK teacher and the second stage test was carried out by 71 students with 3 PJOK teachers. The process of collecting data using a questionnaire. This data consists of evaluations for product quality, suggestions for product improvement, and student responses to game models. The result of this research is the product development model of the game "Bentengan" which is packaged in the form of a book to support learning activities and instructions for implementing the game. Based on data from trial results (small group) and field trials (large group), there were no revisions made by researchers on products that had been developed because the percentage of product development reached 89.53% cognitive aspects with very good categories, 90.39% affective aspects with very good category, and 88.13% psychomotor aspects with very good category, so it is feasible to use. Based on the data analysis, it can be concluded that the result of this research is that the product development model of the game "Bentengan" in Penjasorkes learning can be used to improve physical fitness for grade IV Madrasah Ibtidahiyah in Maduran District, Lamongan Regency.


2019 ◽  
Vol 4 (9) ◽  
pp. 1177
Author(s):  
Ian Rizky Maulana ◽  
Sapto Adi ◽  
Eko Hariyanto

<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><p class="Abstrak"><strong>Abstract:</strong> The purpose of this research and development is to produce a physical education learning product for large ball material for 7th grade junior high school. The development of physical education for large ball material for 7th grade junior high school researchers used a multimedia development model developed by Lee &amp; Owen. The results of the study on the validation of physical education learning experts obtained a percentage of 76.12% is quite valid, quite effective, quite complete, can be used but need minor improvements. The results of the research on material expert validation obtained a percentage of 94.70% very valid. While the overall average of media expert validation obtained a percentage of 94.38% is very valid. For small group trials conducted by distributing questionnaires to 20 students of Lumajang Middle School 5. The results of small group trials found that the average percentage of 94.63% was very valid. The large group trial was conducted by distributing questionnaires to 90 students of SMP Negeri 1 Lumajang, SMP 1 Sukodono and SMP Negeri 5 Lumajang. The results of a large group trial found that the average percentage of 90.02% was very valid. Overall, the research and development products are very valid and can be used as learning media.</p><p class="Abstrak"><strong>Abstrak:</strong> Tujuan penelitian dan pengembangan ini adalah untuk menghasilkan sebuah produk pembelajaran Pendidikan Jasmani materi bola besar untuk SMP kelas VII. Pengembangan pembelajaran Pendidikan Jasmani materi bola besar untuk SMP kelas VII, peneliti menggunakan model pengembangan multimedia yang dikembangkan oleh Lee &amp; Owen. Hasil penelitian pada validasi ahli pembelajaran Pendidikan Jasmani diperoleh persentase 76,12% cukup valid, cukup efektif, cukup tuntas, dapat digunakan namun perlu perbaikan kecil. Hasil dari penelitian pada validasi ahli materi diperoleh persentase 94,70% sangat valid. Rata-rata keseluruhan dari validasi ahli media diperoleh persentase 94,38% sangat valid. Uji coba kelompok kecil dilakukan dengan penyebaran kuesioner kepada 20 siswa SMP Negeri 5 Lumajang. Hasil dari uji coba kelompok kecil didapat persentase rata-rata sebesar 94,63% sangat valid. Uji coba kelompok besar dilakukan dengan penyebaran kuesioner kepada 90 siswa SMP Negeri 1 Lumajang, SMP Negeri 1 Sukodono dan SMP Negeri 5 Lumajang. Hasil dari uji coba kelompok besar didapat persentase rata-rata sebesar 90,02% sangat valid. Secara keseluruhan, produk penelitian dan pengembangan ini sangat valid dan dapat digunakan sebagai media pembelajaran.<strong></strong></p></td></tr></tbody></table></div>


2021 ◽  
Vol 3 (7) ◽  
pp. 519-532
Author(s):  
Ari Hakiim Putra ◽  
Ari Wibowo Kurniawan ◽  
Mu’arifin Mu’arifin

Abstract: This research and development aims to develop application learning media about variations of volleyball games for the KKG PJOK Elementary Schools in Senduro District, Lumajang Regency. The method used is the Research and Development approach with a development research model with the steps (1) needs analysis, (2) doing product design (design), (3) product development (development), (4) implementation or (implementation), and (5) product evaluation (evaluation). The results of the whole product trial involved 22 teachers of KKG PJOK, Senduro District, Lumajang Regency. The results of the study showed the product was included in the very valid category with a percentage of 80.2 percent in small group trials with 8 activity participants and 80 percent in large group trials with 14 activity participants. So it is concluded that the product development of learning media variations of volleyball games based on the articulate storyline application has very valid criteria and is suitable for use in learning activities. Abstrak: Penelitian dan pengembangan ini bertujuan untuk mengembangkan media pembelajaran aplikasi tentang variasi permainan bola voli untuk KKG PJOK Sekolah Dasar di Kecamatan Senduro Kabupaten Lumajang. Metode yang digunakan yaitu pendekatan Research and Development dengan model penelitian pengembangan dengan langkah-langkah (1) Analisis kebutuhan (analysis), (2) melakukan desain produk (design), (3) pengembangan produk (development), (4) pelaksanaan atau (implementation), dan (5) evaluasi produk (evaluation). Hasil uji coba keseluruhan produk melibatkan 22 guru KKG PJOK Kecamatan Senduro Kabupaten Lumajang. Hasil dari penelitian menunjukan produk termasuk dalam kategori sangat valid dengan hasil persentase 80,2 persen pada uji coba kelompok kecil dengan jumlah 8 peserta kegiatan dan persentase 80 persen pada uji coba kelompok besar dengan jumlah 14 peserta kegiatan. Sehingga disimpulkan bahwa produk pengembangan media pembelajaran variasi permainan bola voli berbasis aplikasi articulate storyline memiliki kriteria sangat valid serta layak dipakai pada kegiatan pembelajaran.


2021 ◽  
Vol 3 (2) ◽  
pp. 40-53
Author(s):  
Muhammad Ghazali Arief ◽  
Ari Wibowo Kurniawan ◽  
Rama Kurniawan

Abstract: This development research aims to develop learning of physical fitness agility elements based on interactive multimedia in SMP Negeri 4 Malang. Using the Research and Development (R&D) model with Lee & Owen. Using a small group trial subject of 20 students and a large group trial subject of 60 students consisting of class VII and class VIII. Based on the results of data analysis obtained from learning experts with a percentage of 93%, physical fitness experts with a percentage of 91%, media experts with a percentage of 90%, small group trials 89%, and large group trials 89%. Based on the analysis of the data that has been obtained, it is concluded that the development product is suitable for use in the learning process.   Abstrak: Penelitian pengembangan ini bertujuan mengembangkan pembelajaran kebugaran jasmani unsur kelincahan berbasis multimedia interaktif di SMP Negeri 4 Malang. Menggunakan model Reseach and Development (R&D) dengan Lee & Owen. Menggunakan subjek uji coba kelompok kecil 20 siswa dan subjek uji coba kelompok besar 60 siswa terdiri dari kelas VII dan kelas VIII. Berdasarkan hasil analisis data yang diperoleh dari ahli pembelajaran dengan persentase 93%, ahli kebugaran jasmani dengan persentase 91%, ahli media dengan persentase 90%, uji coba kelompok kecil 89%, dan uji coba kelompok besar 89%. Berdasarkan analisis data yang telah diperoleh, disimpulkan bahwa produk pengembangan layak digunakan dalam proses pembelajaran.


KINESTETIK ◽  
2021 ◽  
Vol 5 (2) ◽  
pp. 290-299
Author(s):  
Novita Novita ◽  
Yasmine Nadia Khairunisa

Gymnastics is a body exercise on the floor or on a device designed to increase endurance, strength, flexibility, agility, coordination and self-control. One of them is floor exercise, this exercise also has various kinds of movements that are not easy to do, for example, the movement flick flack. Beginner athletes in PERSANI, Medan City have not mastered the movement properly flick flack due to limited tools and costs from PERSANI so that the coach has to innovate with existing tools. The population in this study were 9 Siahaanathletes Gymnastic Club, 5 Windy's Gymnastic Clubathletes, 2athletesathlete Star Kids Gymnastic Club and 1 QA Gymnastic Club in 2020. The Training tool was flick flack validated first by 9 experts, 3 experts in in sports, 3 experts in the field of equipment / media, 3 experts in the field of coaches, where the average percentage value of validity is 81.8%, thus according to the experts they get the "Good / Feasible" category. The method used is the method of development research (Research and Development / R & D). The results of the small group trial involved 14 athletes, 9 Siahaanathletes Gymnastic Club and 5athletes Wendy's Gymnastic Club  that the development of the training tool flick flack in this study can be concluded that it meets the criteria to be continued in large group trials. The results of the large group trial involved 17 athletes, 9 Siahaan Gymnastic Clubathletes, 5 Windy's Gymnastic Club, 2 athletes. Star Kids Gymnastic Club and 1athlete QA Gymnastic Club concluded that they met the criteria to be used in helping training flick flack. From the results of the validation tool, test a small group and large group trial can be concluded that the tools exercise flick flack is needed in practice flick.


2018 ◽  
Vol 12 (1) ◽  
pp. 164-174
Author(s):  
Widi Widiastuti ◽  
Iwan Ridwan

The aim of this research was to create an agility learning model for pre-elementary school students. The approach of this study used to research and development model of Borg and Gall. The result of the small group trial from the easiness aspect was 85,58% and the attractiveness aspect was 86,35% which were very good. Meanwhile, the result of the big trial from the easiness aspect reached 86,41% and from the attractiveness, aspect reached 86,35% which were also very good. The effectiveness of the model was confirmed effective to be used. The result of to was 14,92 and t-table was 1,697, therefore to > t-table or Ho was rejected. It can be concluded that the agility learning model in this study is effective to be applied to early age kids.   Keywords: Physical Education, Agility, Preschool     Abstrak, Penelitian ini bertujuan untuk menghasilkan model kelincahan bagi siswa Taman Kanak-Kanak. Pendekatan penelitian pengembangan model kelincahan ini menggunakan model penelitian dan pengembangan (Research and Development) dari Borg dan Gall.Hasil uji coba kelompok kecil diperoleh hasil kriteria ditinjau aspek kemudahan model pembelajaran kelincahan diperoleh nilai 85,58% dan dinyatakan baik sekali, sedangkan aspek kemenarikan diperoleh nilai 86,16 % dan dinyatakan baik sekali. Hasil uji coba kelompok besar diperoleh hasil kriteria ditinjau aspek kemudahan model pembelajaran kelincahan diperoleh nilai 86,41% dan dinyatakan baik sekali sedangkan ditinjau dari aspek kemenarikan diperoleh nilai 86,35% dan dinyatakan baik sekali. Keefektifan model yang dikembangkan, dinyatakan efektif untuk digunakan. Berdasarkan dari hasil perbandingan antara nilai tes awal dan tes akhir yang diberikan kepada siswa diperoleh hasil t0 sebesar 14,92 dan ttabel 1,697. Dengan demikian, t0 = 14,92 > ttabel = 1,697 atau H0 ditolak. Hasil penelitian ini menunjukan bahwa model kelincahan yang peneliti kembangkan efektif untuk diterapkan pada anak usia dini.   Kata Kunci: Pendidikan Jasmani, Kelincahan, PAUD  


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