scholarly journals The Application of WiFi Module-Based Training Tool in Increasing Passing Reaction in Basketball Practice

2020 ◽  
Vol 5 (1) ◽  
Author(s):  
Gilang Lazuardi Hibatullah ◽  
Nuryadi Nuryadi ◽  
Agus Rusdiana

The purpose of this study was to create a wifi module-based training tool to be used in a special training such as reaction training to increase reaction especially in passing technique in basketball games. The method used in this study was research and development method. The samples of this study were students who were the members of UPI men's basketball team. The results indicate that the wifi module-based training tool is appropriate and there is an increase of reaction scores from the pre-test to post-test with the significance value of 0,000 0.05. Therefore, this training tool can be used for periodic reaction training. AbstrakTujuan penelitian ini untuk terciptanya sebuah media latihan berbasis modul wifi untuk digunakan dalam pelatihan khusus seperti pelatihan reaction sehingga dapat menghasilkan peningkatan reaction terutama dalam teknik passing pada cabang olahraga bola basket. Metode yang digunakan dalam penelitian ini adalah metode penelitian research and development. Sampel dalam penelitian adalah mahasiswa yang tergabung dalam tim putra basket UPI. Hasil penelitian ini menunjukkan bahwa media latihan berbasis modul wifi telah layak digunakan dan terdapatnya peningkatan dari skor pretest dan posttest pada pelatihan reaction dengan nilai signifikansi 0,000 0,05. Selanjutnya media latihan ini dapat digunakan untuk pelatihan reaction secara berkala.  

2020 ◽  
Vol 4 (1) ◽  
pp. 61-72
Author(s):  
Rizki Yuliandra ◽  
Eko Bagus Fahrizqi

This study uses a research and development method with the aim of creating an endurance training model using a basketball, so that the exercise is not monotonous. This research was conducted at the student sports arena belonging to the Universitas Teknokrat Indonesia. In this study, observations were also carried out before making a training model, namely conducting interviews with basketball athletes and coaches. Models made by expert decisions. The result of the expert's assessment of the endurance with the ball training model is 82.7% of the training model is very feasible to use. Meanwhile, the results of product trials 82.8% of students with the endurance with the ball training model are very suitable for use. The pre-test and post-test results data were also tested for normality through the Liliefors test and the results were normal. To see whether this ball-training endurance model can improve the athlete's endurance ability, a 1200m running test was conducted. After carrying out the exercises with the new resistance training model, the post test results improved. The increase in the pre-test score from 2.8 in the medium category to the average post-test score of 3.8 in the good category. The study resulted in 17 models of endurance training that were effective to do.


Author(s):  
Ai Hayati Rahayu ◽  
Bunyamin Faisal Syarifudin

Mastering science process skill is very beneficial in problem solving process. This research aimed to develop teaching materials such as science process skill-based textbooks on energy and its changes. The method used in this research was research and development, by using the 4D design, which include define, design, develop, and disseminate. Research and development method were used to produce a product and to test its efficiency. The result showed that the learning material fulfill the assessment criteria. The mean validation result of textbook showed a number of 3.58 indicated as a good category. Based on T test, it was proven that the use of textbooks is indeed influential towards the development of students’ science process skill.


2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


2021 ◽  
Vol 8 (1) ◽  
pp. 29
Author(s):  
Muslimah Muslimah ◽  
Kuntoro Kuntoro

Penelitian ini mengembangkan sebuah bahan ajar interaktif  untuk keterampilan menulis teks deskripsi dengan media video wisata lokal di Kabupaten Banjarnegara. Penelitian ini mempunyai tujuan: (1) untuk mengetahui bagaimana bentuk pengembangan bahan ajar interaktif menulis teks deskripsi dengan media video wisata lokal di Kabupaten Banjarnegara, (2) untuk mengetahui tingkat kevalidan pengembangan bahan ajar interaktif menulis teks  deskripsi dengan media video wisata lokal di Kabupaten Banjarnegara, dan (3) mengetahui keefektifan penggunaan bahan ajar interaktif menulis teks deskripsi dengan media video wisata lokal di Kabupaten Banjarnegara pada siswa kelas VII C SMP Negeri 1 Banjarnegara. Penelitian ini menggunakan pendekatan Research and Development (R&D) yang terdiri dari dua tahap. Tahap pertama, dilaksanakan untuk mengetahui kebutuhan bahan ajar interaktif untuk menulis teks deskripsi dan bentuk dari produk bahan ajar interaktif menulis teks deskripsi dengan media video wisata lokal di Kabupaten Banjarnegara. Pada tahap ini, kegiatan yang dilakukan adalah menentukan populasi, sampel, teknik pengumpulan data, instrument penelitian, teknik analisis data, perencanaan desain produk, validasi desain, revisi desain, dan pengujian terhadap produk. Penelitian tahap kedua adalah pelaksanaan uji coba produk pengembangan bahan ajar interaktif menulis teks deskripsi dengan media video wisata lokal di Kabupaten Banjarnegara. Pada tahap ini, kegiatan yang dilaksanakan adalah menentukan rancangan eksperimen, populasi, sampel, teknik pengumpulan data, instrument peneitian, dan teknik analisis data.  Hasil penelitian ini adalah (1) Pengembangan bahan ajar interaktif menulis teks deskripsi dengan media video wisata lokal di Kabupaten Banjarnegara telah melalui tahapan analisis, rancangan, produksi, evaluasi dan revisi, (2) Produk pengembangan bahan ajar interaktif menulis teks deskripsi dengan media video wisata lokal di Kabupaten Banjarnegara memiliki tingkat kelayakan materi 4,95 dan validasi 99% dan aspek media memiliki tingkat kelayakan 4,87 dan kevalidan 97,33%. (3) Produk pengembangan bahan ajar interaktif menulis teks deskripsi dengan media video wisata lokal di Kabupaten Banjarnegara terbukti efektif berdasarkan hasil perolehan rata-rata pre-test siswa adalah 69,70 dan post test siswa adalah 81,36 hasil. Dari hasil pre test dan post test dilakukan peghitungan menggunakan t test dengan hasil nilai t tes 4,23. Hal itu berarti lebih besar daripada nilai 1,692 pada t tabel dengan tingkat alpha 5% (0,05). Berdasarkan analisis data tersebut dapat ditarik simpulan bahwa Ho ditolak dan Ha diterima. Dari hasil tersebut maka hipotesis yang diajukan terbukti bahwa bahan ajar interaktif dengan media video wisata lokal di Kabupaten Banjarnegara berpengaruh terhadap efektivitas dan hasil belajar menulis teks deskripsi pada siswa kelas VII C SMP Negeri 1 Banjarnegara Tahun Pelajaran 2019/2020.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


2021 ◽  
Vol 2 (1) ◽  
pp. 1-24
Author(s):  
Sumining Sumining

Development of thematic teaching materials based on Islamic values, especially those related to the contents of the verses of the Alqur'an and / or hadith as the basis of all science. In the available books, there are no thematic teaching materials that are integrated with the Al-Quran and Hadith, as well as Islamic values ??that are able to implement the core competencies of the 2013 curriculum, namely the competence of spiritual attitudes in thematic learning. The formulation of this research is: (1) producing thematic teaching materials based on Islamic values ??theme 7 (Leadership) class 6 Madrasah Ibtidaiyah Negeri 2 Jember. (2) to determine the effectiveness of thematic teaching materials based on Islamic values ??in learning. This study uses a research and development research type, the Borg and Gall model which is divided into 10 steps, namely: (1) research and data collection (2) planning, (3) product draft development, (4) initial field trials, ( 5) revising the results of trials, (6) field trials, (7) improving products from field tests, (8) conducting field trials, (9) improving product results, and (10) disseminating and implementing. The testing technique was carried out by comparing the pre-test and post-test values. The data was calculated using the t-test and processed using the SPSS application to determine the effectiveness of teaching materials. The results of this study indicate: the validation test produces an average of 88.79% with the criteria that the book is very suitable for use in learning. In terms of attractiveness, this book is very interesting to use for students, this is based on the results of the questionnaire data given to students with an average of 88.24% with very attractive qualifications. Meanwhile, from the results of the pre-test and post-test based on the t count which shows that it is greater than the t table, it means that the book is effective for use in learning. Keywords: Teaching Materials; Thematic Learning; Islamic Value Pengembangan bahan ajar tematik berbasis nilai keislaman, terutama yang terkait dengan isi ayat Alqur'an dan/atau hadits sebagai dasar dari semua sains. Dalam buku yang telah tersedia tidak ada bahan ajar tematik yang terintegrasi dengan Al-Quran, dan Hadits, serta nilai-nilai Islam yang mampu mengimplementasikan kompetensi inti dari kurikulum 2013 yaitu kompetensi sikap spiritual dalam pembelajaran tematik. Perumusan penelitian ini yaitu: (1) menghasilkan bahan ajar tematik berbasis nilai keislaman tema 7 (Kepemimpinan) kelas 6 Madrasah Ibtidaiyah Negeri 2 Jember. (2) mengetahui efektifitas bahan ajar tematik berbasis nilai-nilai keislaman dalam pembelajaran. Penelitian ini menggunakan jenis penelitian pengembangan Research and Development, model Borg and Gall yang terbagi menjadi 10 langkah, yaitu: (1) penelitian dan pengumpulan data (2) perencanaan, (3) pengembangan draf produk, (4) uji coba lapangan awal, (5) merevisi hasil uji coba, (6) uji coba lapangan, (7) penyempurnaan produk hasil uji lapangan, (8) uji pelaksanaan lapangan, (9) penyempurnaan produk hasil, dan (10) diseminasi dan implementasi. Teknik uji coba dilakukan dengan membandingkan nilai pre-test dan post-test. Data dihitung dengan uji-t dan diolah menggunakan aplikasi SPSS untuk mengetahui efektifitas bahan ajar. Hasil penelitian ini menunjukkan: uji validasi tersebut rata-rata menghasilkan 88,79 % dengan kriteria bahwa buku tersebut sangat layak untuk digunakan dalam pembelajaran. Dari segi kemenarikan, buku ini sangat menarik untuk digunakan pada siswa, hal ini berdasarkan dari hasil data angket yang diberikan kepada siswa dengan rata-rata 88,24% dengan kualifikasi sangat menarik. Sedangkan dari hasil pre-test dan pos-test berdasarkan uji t hitung yang menunjukan lebih besar dari t tabel, berarti buku tersebut efektif untuk digunakan dalam pembelajaran. Kata Kunci: Bahan Ajar; Pembelajaran Tematik; Nilai Keislaman


2016 ◽  
Vol 3 (1) ◽  
pp. 53
Author(s):  
Siska Miga Dewi ◽  
Mukminan Mukminan

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran rias wajah dalam meningkatkan pengetahuan siswa SMK kecantikan kulit kelas X yang layak digunakan dalam proses pembelajaran rias wajah, dan (2) mengetahui keefektifan produk multimedia pembelajaran rias wajah dalam meningkatkan pengetahuan siswa. Model penelitian dan pengembangan ini dilakukan melalui tiga tahap, yaitu perencanaan, desain dan pengembangan. Proses validasi terhadap produk dilakukan dengan tahap uji alpha, uji beta dan uji coba produk. Hasil penelitian sebagai berikut. (a) Multimedia dikembangkan dinilai layak digunakan dalam pembelajaran ditinjau dari media, materi, dan penilaian siswa. Kelayakan tersebut dapat dilihat dari skor penilaian ahli media 4,2 kategori baik, skor ahli materi 4,9 kategori sangat baik, dan skor penilaian siswa 4,4 kategori sangat baik. (b) Multimedia pembelajaran rias wajah yang menggunakan Macromedia Flash dinilai efektif karena dapat meningkatkan pengetahuan siswa. Hal ini dibuktikan dengan hasil nilai pre-test dengan rata-rata nilai 61,0 dan nilai post-test dengan rata-rata nilai 83,9. Persentase ketuntasan belajar siswa 100%. Kata kunci: multimedia, rias wajah, kecantikanDEVELOPING MULTIMEDIA IN MAKE-UP LEARNING FOR INCREASING THE KNOWLEDGE OF GRADE X STUDENTSOF VOCATIONAL SCHOOL 0F SKIN BEAUTY Abstract This research aims to: (1) product multimedia on make-up learning in increasing students’ knowledge vocational of skin beauty, and (2) know the effectivness of multimedia product on make-up learning in increasing students’ knowledge on learning process. It applied the research and development with 3 stages, i.e.: planning, design, and development. The process of validation of this product was carried out through 3 stages, i.e.: alpha testing, beta testing and product testing. The results of the study are as follows. (a) Multimedia learning developed is judged worthy tobe used as a learning in terms of media, materials, and students’ assessment. Feasibility can be seen from the expert assessment score of 4.2 in media with good category, a score of 4.9 with category expert material very good, and students’ assessment score of 4.4 with very good category. (b) Multimedia on makeup learning using Macromedia Flash is considered effective because it can increase students' knowledge. This is evidenced by the results of the pre-test with an average value of 61.0 and a post-test value with an average value of 83.9. The percentage of students’ learning mastery is 100%. Keywords: multimedia, make-up, beauty


2019 ◽  
Vol 9 (2) ◽  
pp. 75-88
Author(s):  
Luka Šlosar ◽  
Matej Plevnik ◽  
Uroš Marušič

Aim: The purpose of this pilot study was to quantify the effect of a continued active video games (AVG) playing on the tennis forehand and backhand technique development. Methods: Altogether 24 tennis players (7 – 9 year olds) were randomly divided in two different groups, both involved in a 12-week tennis training program (twice a week for an hour). The participants in the experimental group received an additional twice a week (20-minute) AVG Virtua Tennis 4 game intervention at the end of each regular tennis training hour, while the participants in the control group received no additional intervention. Pre- and post-AVG intervention, the Tennis Rating Score for Children scale (TRSC) was applied to detect tennis training-related changes that occur in each specific stroke. Results: Our results at the post-test show that participants in the experimental group did not significantly improved in one element (TRSC12; p = 0,317) in the forehand stroke and two (TRSC10; p = 0,157 and TRSC12 p = 0,157) in the backhand. The control group significantly improved in all the fifteen evaluated elements in both the forehand and backhand stroke. The experimental group had a higher effect size in all the kinetic chain section in both the forehand and backhand stroke compared to the control. The same happens for the TRSC7 (point of contact – height). Conclusion: Prolonged AVG playing seems to improve visual attentions skills (perception of a moving object) in young tennis players, giving them the opportunity to be able to prepare themselves for the oncoming ball sooner as compared to their control counterparts. From the other perspective, AVG were shown to negatively affect correct players positioning, especially at the beginning and at the end of a stroke. Keywords: exergames, tennis technique, visual attention skills


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