scholarly journals Model Latihan Heading Sepakbola Berbasis Sirkuit pada Sekolah Sepakbola Usia 14-17 Tahun

2019 ◽  
Vol 4 (2) ◽  
pp. 133-136
Author(s):  
Romli Riski Setiawan

AbstrakPenelitian ini bertujuan untuk menghasilkan model-model latihan heading sepakbola berbasis sirkuit untuk meningkatkan keakurasian heading  pada permainan sepakbola. Metode penelitian yang digunakan dalam penelitian ini yaitu metode penelitian dan pengembangan (Research and Development) dari Borg dan Gall dengan menggunakan 10 tahapan dan dengan subjek penelitian adalah atlet sepakbola berusia 14-17 tahun di sekolah sepakbola di Provinsi Jambi. Penelitian ini diawali dengan analisis kebutuhan, perencanaan, membuat produk, ujicoba, revisi dan produk final. Uji efektivitas model menggunakan Main Field Test yang digunakan untuk mengetahui tingkat kemampuan heading atlet sebelum dan sesudah pemberian perlakuan model latihan keterampilan heading sepakbola berbasis sirkuit yang dikembangkan. Hasil penelitian menunjukan bahwa produk model latihan ini layak digunakan, pada hasil ujicoba kelompok kecil dan kelompok besar dapat menerangkan bahwa model tersebut secara keseluruhan dapat dilakukan dengan baik. Dalam hasil uji efektifitas menunjukan peningkatan latihan heading hasil tes awal dan tes akhir setelah diberi perlakuan model latihan, hasil tersebut menunjukan bahwa model latihan heading sepakbola berbasis sirkuit yang dihasilkan dapat digunakan dan efektif dapat meningkatkan kemampuan heading atlet usia 14-17 tahun. Berdasarkan hasil dari output dengan menggunakan SPSS 16 bahwa nilai rata-rata hasil heading  sepak bola sebelum diberikan model latihan adalah 18.04 dan setelah diberikan perlakuan dengan model latihan 23.78 artinya bahwa nilai rata-rata heading sepakbola adanya peningkatan AbstractThis research aims to produce heading soccer based training models to improve the accuracy of headings in soccer games. The research method used in this study is the research and development method (Research and Development) of Borg and Gall by using 10 stages and with the research subjects are soccer athletes aged 14-17 years in football schools in Jambi Province. This research begins with needs analysis, planning, product making, testing, revision and final products. The effectiveness test of the model using the Main Field Test is used to determine the level of athlete's heading ability before and after the treatment of the training model based on circuit-based soccer skills developed. The results of the study show that the product model of this exercise is feasible to use, in the results of small group trials and large groups can explain that the model as a whole can be done well. In the results of the effectiveness test showing an increase in heading training results from the initial tests and final tests after being given a training model treatment, these results indicate that the resulting circuit based soccer heading training models can be used and can effectively improve the heading ability of athletes aged 14-17 years. Based on the results of the output using SPSS 16 that the average value of soccer heading before being given a training model is 18.04 and after being given treatment with a training model 23.78 means that the average value of soccer headings is increased

Author(s):  
Akhmad Anwar ◽  
Widiastuti Widiastuti ◽  
Yasep Setiakarnawijaya

This study aims to produce soccer passing and control skills training models based on small side games for ages 12-14 years and to test the effectiveness of the models produced. The research method used in this study is the research and development method of Borg and Gall by using 10 stages and with the research subjects are football athletes aged 12-14 years in the East Jakarta football school. This research begins with needs analysis, planning, making trial products, revisions and final products. Test the effectiveness of the model using the loughborough soccer test (LSPT) which is used to determine the level of passing and control abilities of the athlete before and after the treatment model developed. The results of the study show that the product model of this exercise is feasible to use, in the results of small group trials and large groups can explain that the model as a whole can be done well. In the results of the effectiveness test, test the significance of differences with SPSS 16 Independent Samples Test obtained results in the experimental group with an average of 47.61 and the control group with an average of 49.80, these results derived from the test scores in the form of the final time velocity, so the time is smaller the better it gets. Fill in the results of the experimental group and the control group or mean difference = 2.188, t-count = 3.845, df = 58, with ¬-value = 0.000 <0.05, it can be concluded that there are significant differences between the experimental group and the control group. These results indicate that the treatment given to the experimental group, namely the passing and control soccer skills training model based on small side games for 12-14 year olds has higher effectiveness and can improve passing and control skills for athletes aged 12-14 years.


Author(s):  
Herman Syah ◽  
James Tangkudung ◽  
Ahmad Sofyan Hanif

The purpose of this study was to develop a dribble training model for soccer games of fool students in IKIP Mataram. The method used in this study is the research methodology and development of Borg and Gall, which consists of ten stages. The final results of this research and development are written in a handbook on dribble training models for soccer games for those that have been evaluated by experts, trial and revision, and their effectiveness has been tested. The instruments used in this development research were questionnaires and the Instrument Test dribble. The design of this study uses research & development (R & D) research methods from Borg and Gall in the form of qualitative and quantitative approaches used to reveal the second objective, with a pre-experimental research design in the form of the one-group pretest-posttest design that looks for significant differences in the exercise model before and after being given a training model. Where the analysis of data research uses the t-test with a significance level of 0.05, Therefore, the effectiveness of the development of the model develops a model of dribble training on the basis of improving skills in dribble giving a reference so that this training model can be used to do variation training in implementing football dribble on students of Fool in IKIP Mataram.


2018 ◽  
Vol 4 (2) ◽  
pp. 55-60
Author(s):  
Muh Abd Harits Al Farisi

The purpose of this research and development is to produce a model of agility exercise on badminton. This research uses Research & Development (R & D) development method from Borg and Gall. Stages in this research and development are, at the stage: (1) needs analysis, (2) expert evaluation (initial product evaluation); (3) limited testing (small group trial); (4) main test (field testing), (5) Model effectiveness test. The effectiveness test uses the court agility test to determine the level of athlete's fame in mastering the entire game area. Analysis of research data using T test with significance level 0,05. Data analysis is obtained by average value of test data agility as follows pretest: 505.40 and posttest 468.53. So this model of badminton agility training is effective in improving the agility of badminton athletes. Based on the results of the development can be concluded that: (1) With the model of agility exercise for badminton athletes can be developed and applied in the exercise at the club (2) With the agility training model for badminton athletes that have been developed, obtained evidence of this increase in the show on the test data pretest and posttest results of significant differences between before and after the treatment of the model.   Keywords: Development, Model, Agility, Badminton


2020 ◽  
Vol 7 (1) ◽  
pp. 61-77
Author(s):  
Ahmad Zubaidi

This study aimed to develop the feasibility of the Mahârah al-Istimâ’ test instrument for electronic-based Arabic students using the Kahoot! application at UIN Sunan Kalijaga Yogyakarta. The method used in this research is the research and development of  Borg and Gall model through analysis, design, and testing. Eligibility is based on the expert validator test and the final operation field test. The results of the study can be concluded that: 1) Preparation of the Test Instrument refers to the 5 objectives or indicators of Mahmud Kamil an-Naqah into 50 questions in product design using the Kahoot! application, 2) From the results of the expert validator it is known that the results of the material quality are obtained by an average 5.37 and the media quality of the application is obtained by an average of 4.75 (very feasible), 3) After being obtained from the main field test to 20 students there are 6 questions or 12% that are not feasible because they are invalid and have not discrimination index, then the author revise and test the revision results to 70 students with 100% valid results and are suitable for use.


2021 ◽  
Vol 12 (1) ◽  
pp. 135-148
Author(s):  
Putri Utami ◽  
Dian Hidayati

The development and advancement of science and technology can provide effectiveness and interactivity in the world of education. The school website is a technology product that must be used by schools. This study aims to develop and determine the feasibility of a website programming module to improve teachers' abilities in managing school websites. This research is a Research and Development (RnD) development research using the ADDIE development method. Data collection techniques using interviews and questionnaires then analysed using qualitative and quantitative data. The subjects of this study were media experts, teachers and operators at SMA Negeri 1 Cepogo. The results of this study indicate that research and development have carried out using the ADDIE model steps, namely (Analysis, Design, Development, Implementation, Evaluation). The average assessment by the score expert validation test obtained was 87.1 included in the "Very Good" category, the response of the phase 1 field test teacher and stage 2 field test obtained an average value of 81.8 in the "Very Good" category. The quantitative data analysis took the average results of the assessment of expert validation tests and user trials. The score is 84.45 with the category "Very Good" and shows that the website programming module is suitable for use by teachers in managing school websites.


2020 ◽  
Vol 9 (4) ◽  
pp. 117
Author(s):  
Kemri Firdana ◽  
Ardipal Ardipal

This study aims to findstudents improvements in learning to sing local folk songs in unison singing through peer tutor method in class VII.1 at SMP Negeri 6 Sijunjung. This research was conducted in March-July 2020. The research subjects were 30 studentsof class VII.1 at SMP Negeri 6 Sijunjung. This study applied peer tutor method in learning music in unisono singing and wasconducted in two cycles. Each cycle consisted of 2 meetings. The 2 meetings consisted of four stages: planning, implementing actions, observing, reflecting, and evaluating. The data were collected through field notes, observations, performance tests, and interviews. The data analysis conducted was the result of implementing the actions taken. The results show that there is an improvement in unisonosinging ability by using peer tutor method forstudents in class VII.1 at SMP Negeri 6 Sijunjung. This improvement can be seen in the quality of the process shown through students’enthusiasm and activeness in learning music.The improvement in the result quality can be seen from the increase in score and average before and after the implementation. The average value before implementation is 44.12. In the first cycle the average value increases to 70.03, and in the second cycle it increases to 84.19.The average from pre-action to cycle II has increased by 40.07 and has met the Minimum Completion Criteria which is 75. From the above research, it is known that peer tutor method succeeds in improving student learning outcomes in singing local folk songs in class VII.1 at SMP Negeri 6 Sijunjung.Keywords: improvement, singing students, unisono, peer tutoring methods


2020 ◽  
Vol 13 (1) ◽  
pp. 1
Author(s):  
Nukhbatul Bidayati Haka ◽  
Putri Ayu Suryaasih ◽  
Bambang Sri Anggoro ◽  
Abdul Hamid

Abstrak: Pemanfaatan teknologi kurang direalisasikan padahal penggunaan media teknologi seperti multimedia interaktif android dapat menjadikan pembelajaran lebih efektif dan bermakna. Penelitian ini bertujuan untuk mengembangkan multimedia interaktif terintegrasi nilai sains yang dilihat dari segi kelayakan dan keefektifan multimedia interaktif terintegrasi nilai sains sebagai solusi peningkatan kemampuan berpikir kritis peserta didik. Metode penelitian Research and Development (R&D) Borg and Gall dengan 9 tahapan. Subjek riset meliputi tiga ahli validator yaitu ahli media, materi, dan ahli bahasa. Dan peserta didik kelas XI MIPA sebagai sampel penelitian yang terdiri dari dua kelas yaitu kelas kontrol (XI MIPA 6) dan kelas eksperimen (XI MIPA 4). �Hasil data penelitian pada kelayakan produk yang terlihat dari persentasi validator yaitu ahli media sebesar 87,10%, ahli materi sebesar 83,00% dan ahli bahasa 83,08% dengan kriteria �Sangat Layak� serta respon peserta didik sebesar 85,33 % yang menunjukkan kriteria �Sangat Menarik�. Efektivitas dari multimedia interaktif dari hasil tes kemampuan berpikir kritis peserta didik dengan uji t Independen menghasilkan thitung sebesar 7,95 dan ttabel sebesar 1,70 yang artinya thitung > ttabel dan H1 diterima dan hasil rata-rata nilai N-Gain kelas eksperimen sebesar 0,66 dan kelas kontrol sebesar 0,29. Berdasarkan hasil penelitian ini dapat disimpulkan bahwa multimedia interaktif terintegrasi nilai sains sangat layak dan efektif digunakan sebagai media pembelajaran biologi sebagai solusi peningkatan kemampuan berpikir kritis peserta didik dikelas XI MIPA Di SMA Negeri 5 Bandar Lampung.Kata Kunci: Biologi; Kemampuan berpikir kritis; Multimedia interaktif; Nilai sains.�Abstract: Utilization of technology is not realized even though the use of technological media such as android interactive multimedia can make learning more effective and effective. This study was designed to develop interactive multimedia that is integrated with the value of science seen in terms of the feasibility and effectiveness of interactive multimedia integrated with the value of science as a solution to improve students' critical thinking skills. Borg and Gall Research and Development (R&D) Method with 9 stages. The research subjects added three validator experts namely media, materials, and linguists. And students of class XI MIPA as a research sample consisting of two classes, namely the control class (XI MIPA 6) and the experimental class (XI MIPA 4). The results of research data on the feasibility of the product seen from the percentage validator were media experts at 87.10%, material experts at 83.00% and linguists 83.08% with the criteria "Very Eligible" and the response of students at 85.33% which shows the "Very Attractive" criteria. The effectiveness of interactive multimedia from the students' critical ability test results with the Independent t test resulted in tcount of 7.95 and ttable of 1.70 which means tcount> ttable and H1 were received and the average value of the N-Gain value of the research class was 0, 66 and control class 0.29.Based on the results of this study it can be concluded that interactive multimedia integrated with the value of science is very feasible and effective as a medium of learning biology as a solution to improve critical thinking skills of students in the XI MIPA class of students in SMA Negeri 5 Bandar Lampung.Keyword: Biology; Critical thinking skills; Interactive multimedia; The value of science


Author(s):  
Muhammad Fahrezi Harahap ◽  
Iman Sulaiman ◽  
Yasep Setiakarnawijaya

This research and development was conducted to produce exercise model of softball batting based on drill for beginner athletes by testing the effectiveness of softball batting training for beginner athletes. The development method used took the steps of Borg and Gall. To support data to be more valid, the process of analyzing data collection used observation, interviews, and tests. The batting exercise model was designed by combining drill-based training activities. After that the model item design was validated by 3 experts in their field, 1 softball lecturer, 1 softball coach, and 1 motor expert. The study involved 20 athletes consisting of 3 softball clubs in Medan. Increasing battingsoftball training during the pre-test showed t-count = -21,225, df = 19 and p-value = 0,00 <0,05, meaning that there were significant differences in softball batting training model before and after being given a training model. It could be concluded that the model of training developed effectively to enhance batting exercises developed was effective for enhancing batting exercises for beginner athletes.


Author(s):  
Maranthika Setyantoko ◽  
Widiastuti Widiastuti ◽  
Hernawan Hernawan

The aim of this study is to produce the game-based ABC running exercise model for children ages 6-12 years by testing the effectiveness of increasing the speed of 30 meters short distance running in athletes aged 6-12 years. The research method used in this study is the research and development method of Borg and Gall by using 10 stages. The research subjects in this study are at the age of 6-12 years of athletic at the athletic club in the Special Region of Yogyakarta. The study begins with a data analysis of requirements, planning, product making, testing, revision and final products. The model feasibility test presents 3 experts consisting of 2 athletic lecturers and 1 national athletic trainer. The effectiveness test model uses a 30 meters speed parameter test involving 40 athletes aged 6-12 years consisting of 2 athletic clubs in Yogyakarta Province. Increasing the running speed of 30 meters shows the significance of t-count = 45.64, db = 19 and p-value = 0.00 < 0.05, for the average N-gain of 56.30, which means that the category of interpretation is "quite effective”. This means that there are significant differences in the 30 meters run speed of athletes before and after being given a training model. It can be concluded that the game-based ABC running exercise model developed is effective enough to increase the running speed of 30 meters in athlete’s ages 6-12 years.


2018 ◽  
Vol 9 (1) ◽  
pp. 68-76
Author(s):  
Iman Sulaiman ◽  
Ahmad Rizaldy Fajrin

The objective of the research and development of the training model is to attack on the game of basketball. In addition, research and development is conducted to obtain in-depth information about the development and implementation of the exercise model and to know the effectiveness, efficiency of the model made.This research and development uses Research & Development (R & D) development methods from Borg and Gall. The subjects in this research and development are 2 different two place clubs of Victoria basketball club, Level Up basketball club.The model effectiveness test uses a test instrument to collect the basketball player's ability data. Analysis of research data using t test with significance level of 0.05. Analysis of data obtained average attack value before given model of attacking exercise is 61.0455 or 61 and after being given treatment with attacking model 75.5909 or 75.6. In the test of significance difference with SPSS 16 can result t-count = -29,567 db = 44 and p-value = 0.00 <0.05 which means there is a significant difference in the ability to attack before and after being given an attacking training model on basketball game that with a significance level of 0.05 then H0 is rejected. Based on the description it can be concluded that the training model attack on basket game developed that can be applied effectively and efficiently so that it can increase attack on basketball players.


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