scholarly journals PENGARUH MEDIA PUZZLE HURUF TERHADAP KEMAMPUAN MENGENAL HURUF PADA ANAK KELOMPOK A DI TK AR-RAHMAN KECAMATAN SUKAHENING

2020 ◽  
Vol 3 (1) ◽  
pp. 101-111
Author(s):  
Tika Surtika ◽  
Sumardi Sumardi ◽  
Yasbiati Yasbiati

ABSTRACTThe research was distributed by the problems encountered in kindergarten learning activities related to the introduction of the letter. Ideally the implementation introduction letter to the child is done using the media that are fun and able to menstimulus the ability to know the child in letter. However in the field of limited media causes less bervaritif learning practices making it still utilizes the existing media in the classroom. Media for menstimulus development of multiform wrong by using media puzzle fonts that already exist in the market. These aspects influenced the performance of research in TK AR-Rahman Group A sub district of Tasikmalaya Regency Sukahening with the number of students is 10 people. This research aims to know the influence of media puzzle letters against the ability to know the letters on A group of kindergarten children Ar-Rahman Sukahening Sub-district. The research method used was Pre-experimental Design with One Group Pre test – Post Test Design. Pre-test activities, namely activities conducted to know the ability of early child before he gave the media a letter puzzle and post-test i.e. activities performed to find out the capabilities of end child after being given the treatment of media puzzle, the letter then the data were calculated with the data analysis techniques using quantitative descriptive to count and describe the results of data obtained in field. Based on the results of the test show the significance value hipotestis obtained Asymp. SIG (2-taliled) of 0.005 0.005 testing criteria means that there is a difference 0.05 pre-test with post-test in the ability to know the letter by using the letter puzzle media then H0 is rejected. To see the difference then performed a test of wilxocon i.e. post data-test value is higher than the value of the pre-test with an average increase in the significance of 5.50.ABSTRAKPenelitian ini dilatarbelakangi oleh permasalahan yang ditemui di lembaga Taman Kanak-kanak berkaitan dengan kegiatan pembelajaran pengenalan huruf. Idealnya pelaksanaan pengenalan huruf kepada anak dilakukan  dengan menggunakan media yang menyenangkan dan mampu menstimulus kemampuan anak dalam mengenal huruf. Namun di lapangan keterbatasan media menyebabkan praktik pembelajaran kurang bervaritif sehingga masih memanfaatkan media yang ada di dalam kelas. Media untuk menstimulus perkembangan anak beraneka ragam salah salah satunya dengan menggunakan media puzzle huruf yang sudah ada dipasaran. Hal tersebu melatarbelakangi dilaksanakannya penelitian di TK AR-Rahman kelompok A Kecamatan Sukahening Kabupaten Tasikmalaya dengan jumlah siswa 10 orang. Penelitian ini bertujuan untuk mengetahui pengaruh media puzzle huruf terhadap kemampuan mengenal huruf pada anak kelompok A TK Ar-Rahman Kecamatan Sukahening. Metode penelitian yang digunakan adalah Pre-Eksperimental Design dengan bentuk One Grup Pre-test-Post Test Design. Kegiatan pre-test yaitu kegiatan yang dilakukan untuk mengetahui kemampuan awal anak sebelum diberikannya media puzzle huruf dan post-test yaitu kegiatan yang dilakukan untuk mengetahui kemampuan akhir anak setelah diberikan perlakuan media puzzle huruf, kemudian data dihitung dengan teknik analisis data menggunakan kuantitatif deskriptif untuk menghitung dan mendeskripsikan hasil data yang diperoleh dilapangan. Berdasarkan hasil uji hipotestis menunjukan nilai signifikansi yang diperoleh Asymp. Sig. (2-taliled) sebesar 0,005 dengan kriteria pengujian 0,005 0,05 artinya terdapat perbedaan pre-test dengan post-test dalam kemampuan mengenal huruf dengan menggunakan media puzzle huruf maka H0 ditolak. Untuk melihat perbedaannya maka dilakukan uji wilxocon yaitu nilai data post-test lebih tinggi dari pada nilai pre-test dengan rata-rata peningkatan signifikansi 5,50.

2020 ◽  
Vol 3 (2) ◽  
pp. 141-151
Author(s):  
Vivi Kafilatul Janah ◽  
Edi Hendri Mulyana ◽  
Elan Elan

ABSTRACTThis study is based ob the background behind the learning process that is less varied and the skill of communicating children is still low. Enthusiastic children to communicate what has been observed and done is still very lacking, children only communicate verbally. Though the process of communicating can be conveyed nonverbally, for example images, movements, and tables. Based on observations, the teacher also gives less opportunities for children to try and express their opinions. The media used is also very limited, so the learning process becomes less fun for children. Even though scientific learning should be a fun learning for children because children can try the media in the scientific learning activities. The purpose of this study was to improve the communication skills in class B RA Al-Istiqomah in Tasikmalaya City. This study uses Classroom Action Research (CAR). This study was conducted in three cycles using the Kemmis Mc model. Taggart. The research subjects were children of group B RA Al-Istiqomah in Tasikmalaya City totaling 16 children. The object of this research is the skill to communicate. Rainbow Water science games are games used in learning to improve communication skills. Data collection techniques use documentation and documentation, while data analysis techniques use quantitative descriptive. The instrument used is a structured observation sheet with the achievement of indicators for each activity. The results of the research that have been carried out show that there is an increase in the skills of communicating through science games. This is evidenced by an increase in the ability of teachers to plan learning, the ability of teachers in the process of implementing learning through science games from each cycle. The final result of the skill in communicating the child is in good criteria, the end result of the teacher's ability to plan learning is in very good criteria, and the end result of the teacher's ability to carry out the learning is in very good criteria. ABSTRAKPenelitian ini di latar belakangi dari proses pembelajaran yang kurang variatif dan keterampilan mengkomunikasikan anak masih rendah. Antusias anak untuk mengkomunikasikan apa yang telah diamati dan dilakukannya masih sangat kurang, anak hanya mengkomunikasikan dengan cara verbal. Padahal proses mengkomunikasikan dapat disampaikan secara nonverbal, misalnya gambar, gerakan, dan tabel. Berdasarkan pengamatan, guru juga kurang memberi kesempatan anak untuk mencoba dan mengeluarkan pendapatnya. Media yang digunakan juga sangat terbatas, sehingga proses pembelajaran menjadi kurang menyenangkan bagi anak. Padahal seharusnya pembelajaran saintifik merupakan pembelajaran yang menyenangkan bagi anak karena anak dapat mencoba media dalam kegiatan pembelajaran saintifik tersebut. Tujuan penelitian ini adalah untuk meningkatkan keterampilan mengkomunikasikan di kelas B RA Al-Istiqomah Kota Tasikmalaya. Penelitian ini menggunakan Penelitian Tindakan Kelas (PTK). Penelitian ini dilaksanakan sebanyak tiga siklus dengan menggunakan model Kemmis Mc. Taggart. Subjek penelitian adalah anak kelompok B RA Al-Istiqomah Kota Tasikmalaya yang berjumlah 16 anak. Objek penelitian ini adalah keterampilan mengkomunikasikan. Permainan sains Rainbow Water adalah permainan yang digunakan dalam pembelajaran untuk meningkatkan keterampilan mengkomunikasikan. Teknik pengumpulan data menggunakan dokumentasi dan dokumentasi, Sedangkan teknik analisis data menggunakan deskriptif kuantitatif. Instrument yang digunakan berupa lembar observasi terstruktur dengan capaian indikator setiap kegiatannya. Hasil penelitian yang telah dilaksanakan menunjukkan bahwa adanya peningkatan keterampilan mengkomunikasikan melalui permainan sains.


2021 ◽  
Vol 11 (2) ◽  
pp. 217-230
Author(s):  
Siti Munazilah ◽  
Agus Yulianto

The teaching material focuses on the theme of rain which is discussed through the I-SETS approach (Islamic, scientific, environmental, technological, and social). This study aimed to determine the characteristics, feasibility, and enchancement of student character after using teaching materials. This study uses the Research and Development (R D) method in the form of One Group Pretest-Post-test Design. Data collection techniques through interviews, observation, questionnaires, and test results. Data analysis techniques is quantitative descriptive. The characteristics of the teaching materials that had been developed were viewed from three aspects (content, presentation, and language). This characteristic is supported by validating the feasibility of teaching materials of 86.58% had very feasible criteria. Readability results reached a percentage of 53.20% in the appropriate category for students. The results of the application of teaching materials showed that there is no influence yet of teaching materials on the character development and integrated thinking skills which are based on the N-gain test acquisition of 0.169 from the results of the character questionnaire, 0.218 from the results of the character observastions, 0.085 from pretest-posttest mark. This is due to obstacles when learning online and limited number of encounters. 


2020 ◽  
Vol 7 (2) ◽  
pp. 128-139
Author(s):  
Kartini Kartini ◽  
I Nyoman Sudana Degeng ◽  
Nurmida Catherine Sitompul

Tujuan dari penelitian ini yakni untuk menghasilkan produk media pembelajaran interaktif yang layak digunakan untuk mengenalkan berbagai macam binatang pada materi tema binatang pada anak taman kanak-kanak kelompok A. Untuk melihat kelayakan dari penelitian ini ditinjau dari tiga aspek antara lain: aspek edukatif, estetika, dan teknis. Model  pengembangan yang digunakan dalam penelitian ini mengadaptasi dan  memodifikasi langkah-langkah penelitian dan pengembangan Brog & Gall. Dalam penelitian ini pengumpulan data menggunakan observasi, wawancara, angket atau kuesioner, dan dokumentasi. Analisis data diolah menggunakan deskriptif kuantitatif. Hasil validasi dari ahli materi memperoleh penilaian rata-rata skor 4,25 dengan kriteria sangat baik, adapun penilaian dari ahli media memperoleh rata-rata skor 4,42 dengan kriteria sangat baik. Penilaian dari guru kelompok A memperoleh nilai 100%, sedangkan uji coba lapangan awal dengan kelompok kecil memperoleh penilaian sebesar 97,22% dengan kriteria layak, hasil uji coba lapangan dengan kelompok besar memperoleh penilaian sebesar  92,15% dengan kriteria layak. Dapat disimpulkan bahwa secara keseluruhan media pembelajaran interaktif “Dunia Binatang” layak digunakan sebagai media pembelajaran interaktif untuk mengenalkan berbagai macam binatang pada anak taman kanak-kanak.AbstractThis study aims to produce interactive learning media products that are feasible to use to introduce various animals in animal theme material in group A kindergarten children. To see this research's feasibility in three aspects, including educational, aesthetic, and technical aspects. The development model used in this study adapted and modified the steps of the research and development of Brog and Gall. In this study, data collection using observation, interviews, questionnaires or questionnaires, and documentation. Data analysis was processed using quantitative descriptive. The material experts' validation obtained an average rating of 4.25 with perfect criteria, while the assessment of the media experts obtained an average score of 4.42 with excellent standards. The evaluation of the group A teacher scored 100%. In comparison, the initial field trials with the small group received an estimate of 97.22% with the eligibility criteria. The field trials results with the large group received an assessment of 92.15% with the eligibility criteria. So it can be concluded that overall the interactive learning media "Animal World" is suitable to be used as an interactive learning media to introduce various animals to kindergartens.


2019 ◽  
Vol 4 (2) ◽  
pp. 152
Author(s):  
Ruslan Rusmana ◽  
James Tangkudung ◽  
Firmansyah Dlis

The The purpose of this study was to learn about the use of large media games in order to improve students' dribbling skills in basketball games. The number of participants was 30 people consisting of 18 female students and 12 students of SMK IT Nurul Imam, the research method used experiments with pre-test and post-test one design group. With training, the media provides snake ladder games in the learning process. The research process lasted for 5 weeks with the results of data analysis showing the average value obtained by students compilation of the students who did the pre-test at 22.33 and post-test at 26.56. It can be improved even though it's not too large with an average increase of 4.2. So it can be excluded from the use of the media ultimat significant importance to the results of basic basketball dribbling skills of students. Data analysis techniques used with pre-test and post-test with student instruments dribbled on zig zag tracks


Author(s):  
Kasman Kasman ◽  
Noorhidayah Noorhidayah ◽  
Kasuma Bakti Persada

Abstrak Proses pendidikan kesehatan dalam mencapai tujuan melalui perubahan perilaku remaja yang dipengaruhi oleh beberapa faktor diantaranya yaitu materi atau pesan yang disampaikan alat peraga, metode dari petugas atau pendidik yang melakukan promosi kesehatan. Tujuan penelitian ini untuk mengetahui perbedaan pengaruh antara penggunaan media leaflet dan video terhadap pengetahuan bahaya merokok pada remaja. Jenis penelitian ini adalah Eksperimen-Semu dengan rancangan penelitian Pretest and Posttest without Control Group Design dengan menggunakan media leaflet dan video sebagai bentuk edukasi pada 40 remaja. Pengukuran pengetahuan pre-test dan post-test menggunakan kuesioner kemudian dilakukan analisis degan uji t. Hasil penelitian menunjukkan bahwa kedua penggunaan media leaflet dan video sama efektif dalam meningkatkan pengetahuan remaja tentang bahaya merokok. Ada perbedaan pengaruh antara kelompok video dan leaflet, dimana nilai p = 0.004 ≤ α = 0,05, diketahui rata-rata peningkatan sebelum dan sesudah diberi pendidikan kesehatan dari kelompok leaflet adalah 36,67 dan kelompok media video adalah 22,48. Media leaflet lebih efektif dalam meningkatkan pengetahuan remaja tentang bahaya merokok dibandingkan video, walaupun kelompok media video juga menunjukkan peningkatan rata-rata pengetahuan. Kata-kata kunci: Leaflet, video, pengetahuan, bahaya merokok, remaja  Abstract The process of education health in achieving its objectives by the behavior teenager influenced by several factors including the matter or the message was props, methods of a clerk or educator who promote health. The purpose of this research to know the difference between the use of the influence of the media leaflets and video on knowledge about the dangers of smoking on teenage. The type of this research is a quasi-experiment with research design of Pretest and Posttest without Control Group by using leaflet and video media as a form of education on 40 adolescents. Measurement of pre-test knowledge and post-test using questionnaire then analyzed by t test. The results show that both the use of leaflets and video media is equally effective in enhancing adolescent knowledge about the dangers of smoking. There is a difference of influence between video groups and leaflets, where the value p = 0.004 ≤ α = 0.05, known that the average increase before and after being given health education from leaflet group is 36,67 and video media group is 22,48. leaflets are more effective in increasing adolescent knowledge about the dangers of smoking than video, although video media groups also show an average increase in knowledge. Keywords : Leaflets, videos, knowledge, dangers of smoking, youth


Author(s):  
Robby Putra Prakoso ◽  
Neneng Sutjiati ◽  
Ahmad Dahidi

Kemampuan berbicara merupakan hal penting bagi pembelajar bahasa Jepang. Masalah yang sering ditemukan pada siswa dalam pembelajaran keterampilan berbicara bahasa Jepang yaitu di antaranya siswa sering kali merasa bingung dan tidak percaya diri untuk berbicara bahasa Jepang. Hal ini dikarenakan kurangnya latihan pada keterampilan berbicara. Berdasarkan latar belakang di atas, peneliti melaksanakan penelitian mengenai efektivitas penggunaan kartu identitas bahasa Jepang terhadap kemampuan berbicara siswa. Tujuan penelitian ini adalah untuk mengetahui efektivitas penggunaan media kartu identitas terhadap kemampuan berbicara bahasa Jepang. Selain itu, tujuan penelitian ini adalah untuk mengetahui tanggapan siswa mengenai media kartu identitas. Penelitian ini merupakan penelitian kuantitatif dengan menggunakan metode eksperimen kuasi dan dengan desain penelitian one group pre-test-post-test design. Instrumen yang digunakan berupa tes lisan dan angket.  Sampel yang digunakan adalah siswa XI IPS SMAN 2 Bandung tahun ajaran 2015/2016 sebanyak 20 orang. Hasil analisis data menunjukkan perolehan nilai rata-rata siswa sebelum diterapkannya media kartu identitas yaitu sebesar 12,95 dan setelah diterapkannya media kartu identitas meningkat menjadi 23,8. Berdasarkan perhitungan statistik komparasional didapatkan hasil thitung sebesar 29,73 dan ttabel pada taraf signifikansi 5% adalah 2,09 dan taraf signifikansi 1% adalah 2,86, ini berarti  thitung >ttabel , maka Hk diterima dan Ho ditolak. Sehingga dapat diinterpretasikan bahwa terdapat perbedaan yang signifikan antara keterampilan berbicara bahasa Jepang siswa sebelum dan sesudah diterapkannya media kartu identitas. Kemudian, berdasarkan hasil analisis data angket, sebagian besar siswa memberikan respons positif terhadap media kartu identitas untuk meningkatkan keterampilan berbicara bahasa Jepang.Speaking competency is important for Japanese language learners. Problems cited by the students in learning the Japanese language speaking skills are among the students often feel confused and insecure to speak Japanese. This is due to lack of exercise on speaking skills. Based on the above background, the researchers conducted research on the effectiveness of the use of identity cards Japanese against their speaking ability. The purpose of this study was to examine the effectiveness of media use identity cards to the ability to speak Japanese. Moreover, the purpose of this study was to determine the response of the media student identity card. This research is a quantitative research using quasi-experimental methods and research design one group pre-test-post-test design. Instruments used in the form of an oral test and a questionnaire. The samples used were students XI IPS SMAN 2 Bandung 2015/2016 school year as many as 20 people. The result showed the acquisition value of the average student prior to the implementation of the identity card media that is equal to 12.95 and the introduction of an identity card media increased to 23.8. Based on statistical calculation results obtained komparasional thitung 29.73 and ttable at significance level of 5% was 2.09 and 1% significance level was 2.86, this means thitung> ttabel, then Hk Ho accepted and rejected. So that it can be interpreted that there are significant differences between Japanese speaking skills of students before and after the implementation of media identification card. Then, based on data analysis questionnaires, most students give positive response to the media the identity card to improve his skills speak Japanese.


2017 ◽  
Vol 4 (1) ◽  
pp. 433
Author(s):  
Faridatul Maghfiroh ◽  
Muslimin Ibrahim ◽  
Soetjipto Soetjipto

This research is based on the fact that the indicators of student’s independence and attention are low in learning process. This research aimed to describe the level of student’s independence (aspect of self confidence and responsibility), level of student’s attention (sustained attention and executive attention), cognitive learning outcome, student’s response, learning process, and the problems of learning process. The research design used is one group pretest-post test design, and analyzed using descriptive qualitative. The research was conducted on the students of senior high school (Madrasah Aliyah) class X in second semester. The result of research shows the level of student’s independence, attention and test score of student learning outcome either male or female students were improving. The student’s response of learning by using the integrated group investigation of power teaching also gets a good response and the learning process is categorized as very good category. Problem faced is only about creating the media of presentation but it can solved by student’s creativity to create the media. The conclusion of this research, is that by using The Integrated group Investigation of power teaching can keep the student’s independence, attention, and student learning outcome in ecosystem material. Thus method also gets a good response, and learning process is categorized as a very good category, and the problem of learning process can be solve by student’s creativity.: Penelitian ini dilatarbelakangi oleh kenyataan bahwa masih terdapat indikator – indikator kemandirian dan atensi siswa yang rendah dalam proses pembelajaran. Penelitian ini bertujuan untuk mendeskripsikan tingkat kemandirian siswa (aspek percaya diri dan tanggung jawab), tingkat atensi siswa (aspek atensi berkelanjutan dan atensi eksekutif), hasil belajar kognitif, respon siswa, keterlaksanaan rencana pembelajaran, dan kendala-kendala pada proses pembelajaran. Desain penelitian yang digunakan adalah One Group Pretest-Postest Design, dan analisis data secara deskriptif kualitatif. Penelitian ini dilaksanakan pada siswa MA (Madrasah Aliyah) kelas X pada semester genap. Hasil penelitian menunjukkan tingkat kemandirian, tingkat atensi, dan tes hasil belajar siswa baik kelas putra ataupun kelas putri mengalami peningkatan. Respon siswa terkait pembelajaran menggunanakan Group Investigation terintegrasi Power Teaching juga mendapatkan respon yang baik, dan keterlaksanaan kegiatan pembelajaran tergolong pada kategori baik sekali. Kendala yang dihadapi hanya terkait pada pembuatan media presentasi, akan tetapi hal tersebut dapat diatasi dengan kreatifitas masing – masing siswa dalam pembuatan media tersebut. Simpulan penelitian ini, bahwa metode pembelajaran Group Investigation terintegrasi Power Teaching dapat mempertahankan kemandirian, atensi, dan hasil belajar kognitif siswa pada materi ekosistem. Metode tersebut juga mendapatkan respon yang baik, dan keterlaksanaan  rencana pembelajaran yang juga tergolong baik sekali, serta kendala pembelajaran yang bisa diselesaikan dengan kreativitas siswa.


2021 ◽  
Vol 21 (1) ◽  
pp. 215
Author(s):  
Indah Dewi Sari ◽  
Utary Dwi Listiarini

Half of the women in Indonesia experience menstrual pain / dysmenorrhoea, 54.89%, experience various disorders including abdominal pain, cramps and back pain. The purpose of this study was to determine the effectiveness of acupressure, ginger drink and the difference in giving acupressure and ginger drink to reducing the intensity of menstrual pain / dysmenorrhea in young women at SMK Swasta PAB 5 Klambir Lima 2020. The design of this study used a quasi-experimental pre and post test with a sample of 30 students who were divided into two groups. Each group was given acupressure and ginger drink in the morning and evening during menstruation from day one to day two. Respondents were assessed for pain before and after the intervention was given. The results of the Shapiro-Wilk normality test contained Sig data (p <0.05). The Wilcoxon test has a p-value of 0.002 (p <0.05), which means that acupressure is effective in reducing the intensity of menstrual pain / dysmenorrhea, there is a p-value of 0.001 (p <0.05) which means that ginger is effective against reducing pain intensity. menstruation / dysmenorrhea, there is a p-value of 0.034 (p <0.05), which means that there is a difference in the effectiveness of acupressure and ginger drink in reducing the intensity of menstrual pain / dysmenorrhea. There is an effectiveness of giving acupressure, ginger drink, and there is a difference in giving acupressure and ginger drink on the intensity of menstrual pain / dysmenorrhea on young women. It is hoped that the school will provide ginger drinks and acupressure measures to young women who experience menstrual pain / dysmenorrhea so that they can participate in learning activities at school.


2021 ◽  
Vol 9 (4) ◽  
pp. 561
Author(s):  
Mayolanda Hesti ◽  
Ismaniar Ismaniar

The study was set back by the low the creativity of children age 5-6 years in the Adzkia Air Bangis. one of the key factors this is suspected because it is not suitable or the media used by the teacher is not interestig. This study aims to determine the effectiveness of the application of rock painting activities in developing the creativity of children aged 5-6 years in kindergarten Adzkia Air Bangis. the type of research is quantitative usng pseudo-experiment methods (quasi experiment) with pre-test design and post-test. The research population is 55 people. While the sampel 10 children. Sampling retrieval techniques are used sampling samples. The data uses t-test samples samples. As a result of the coclusion to the data collaction and management, 1) before being given an treatment (pre-test) the development of children’s creativity can be categorized as starting to develop but has not developed as expected. This is based on the result of research by researchers at Adzkia Air Bangis Kindergarten 2) after being given treatment (post-test) the development of chidren’s creativity can be categorized as developing according to expectations. 3) there is significant difference between the result of the pre-test and post-test after doing the paired sampe t-test sig 0,000 < 0,05.  Advice for teachers helping teachers by using experimental learning methods to develop the creativity of children aged 5-6 years trough rock painting activities. 


Jurnal Segar ◽  
2017 ◽  
Vol 2 (1) ◽  
pp. 13-23
Author(s):  
Eko Wahyu Kustianto ◽  
Mansur Jauhari ◽  
Yasep Setiakarnawijaya

Abstrak: Penelitian  ini  bertujuan  untuk  mengetahui  tingkat  kehilangan cairan dalam tubuh pada anggota gym Soemantri Brodjonegoro Kuningan Jakarta Selatan pada tanggal 26 November 2012. Metode yang digunakan adalah metode eksperimen dengan “One Group “Pre-Test Dan Post Test Design. Dengan teknik pengambilan sampel Purposive Sampling, sampel yang berjumlah 20 orang dari populasi  80 orang. Hasil perhitungan kadar cairan tubuh awal dan akhir setelah melakukan aktivitas senam aerobik mix impact di peroleh selisih rata-rata (MD) 1,005 dengan standar deviasi perbedaan (SDD) 0,258 standar error perbedaan rata-rata (SEMZ) 0,059 dalam perhitungan selanjutnya di peroleh nilai t-hitung sebesar 17,03 dan nilai t tabel 2,09 pada taraf signifikasi 2,86 dengan demikian nilai t-hitung > t-tabel yang menunjukan bahwa hipotesis nihil (Ho) di tolak. Jika hasil perhitungan tersebut dinyatakan bahwa aktivitas senam aerobik  mix  impact selama 45 menit pada anggota gym Soemantri Brodjonegoro mempengaruhi hilangnya cairan tubuh dengan signifikan. Kata kunci: Senam aerobik mix impact, cairan tubuh, fitness centre


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