scholarly journals Pengembangan Model Latihan Teknik Dasar Pukulan Lob dan Smash Bulutangkis Usia 8-12 Tahun di PB IMARA Kota Kediri Berbasis Android

2021 ◽  
Vol 3 (10) ◽  
pp. 784-789
Author(s):  
Brigita Cecilia Armanda ◽  
Sapto Adi ◽  
Prisca Widiawati

Abstract: The research aim to develop a basic technique model of lob punches that combined a badminton smash in the from of video that uses android application media. The method of this research is using Research and Development. The subject of this research is badminton athlete PB IMARA. The athlete has age criteria between 8-12 years with the number 30 athlete. The based on needs analysis that a badminton athlete PB IMARA Kediri are still deficiency on the skill level of accuracy of lob punches with smash badminton, this is known when athletes perform training activities. lack of variation lob punches with a badminton smash. data analysis result of data analysis of the validation badminton expert the percentage of 86 percent very valid category, media expert the percentage of 90 percent very valid category, then of a small groups trials with subject 8 athlete the percentage of 88 percent very valid category, the result of a large group trials with subject 22 athlete the percentage of 91 percent very valid category. Concluded a based of table classification appropriateness that a product development classified very valid and feasible use. Abstrak: Penelitian ini bertujuan untuk mengembangkan produk berupa model latihan teknik dasar pukulan lob yang dikombinasikan dengan pukulan smash bulutangkis berupa video menggunakan media aplikasi berbasis android. metode dari penelitian ini menggunakan Research and Development. Subjek yang diteliti adalah atlet bulutangkis PB IMARA Kota Kediri yang mempunyai kriteria usia 8-12 tahun dengan jumlah 30 atlet. Berdasarkan hasil analisis kebutuhan bahwa atlet di PB IMARA Kota Kediri masih kurang pada tingkat keterampilan akurasi pukulan lob dengan pukulan smash, hal tersebut diketahui ketika atlet melakukan kegiatan latihan. Kurang adanya variasi pukulan lob dengan pukulan smash bulutangkis. Hasil analisis data dengan validasi oleh ahli bulutangkis persentase sebesar 86 persen kategori sangat valid, ahli media persentase sebesar 90 persen kategori sangat valid, selanjutnya dari uji coba kelompok kecil oleh 8 atlet persentase sebesar 88 persen kategori sangat valid, uji coba kelompok besar oleh 22 atlet persentase sebesar 91 persen kategori sangat valid. Disimpulkan berdasarkan tabel klasifikasi kelayakan dari produk pengembangan yang dihasilkan, hingga memenuhi kriteria sangat valid dan layak digunakan.

2018 ◽  
Vol 7 (2) ◽  
pp. 153 ◽  
Author(s):  
Arif Billah ◽  
Arif Widyatmoko

This study aims to produce virtual laboratory interactive learning media that is effective and practical for the subject of physical optics. It uses the Research and Development (R & D) method. The material in the learning media includes dispersion, diffraction, interference, and polarization. Users of this product can be directly involved in observing, measuring and taking practical data. Product development has been validated by material expert, media expert, and practitioners (teachers). This product has also been tested in one-to-one, small groups, and field trial. Based on the results of the assessment by material expert, media expert, teachers, and field trial, this learning media software is categorized as “excellent” with a value of 4.63 for validity, “medium” with an n-gain value of 0.37 for effectiveness, and “excellent” with a value of 4.49 for practicality.


Author(s):  
Komang Ariasa ◽  
Gede Saindra Santyadiputra ◽  
I Gede Partha Sindu

The purposes of this study were (1) to generate a design and implement the result of the design for the development of e-modul assisted CAI media on the subject of photography for tenth grade of Desain Komunikasi Visual at SMK Negeri 1 Sukasada, (2) to know the responses of the teacher and students toward development of e-modul assisted CAI media on the subject of photography for tenth grade of Desain Komunikasi Visual at SMK Negeri 1 Sukasada. The learning model that used in the development of electronic modul was project based learning. The type of research used in this study was the Research and Development (R&D) using ADDIE development model. The subjects of this study were tenth grade students of Desain Komunikasi Visual at SMK Negeri 1 Sukasada in academic year 2016/2017. In order to know the response of the teacher and students of e-module photography, questionnaire was used to obtain the data. The results showed that: (1) The design and implementation of e-module assisted CAI media which have been developed on the photography course for tenth grade of Desain Komunikasi Visual at SMK Negeri 1 Sukasada was successfully applied by some of the tests conducted. (2) The results of the data analysis showed that the mean score obtained from teacher’s responses was 47, if it converted into a table of classification response; it was classified as the category of very positive. Meanwhile, the mean score obtained from the students' response of the development of e-module, was 67,79, if it converted into a table of classification response, student responses classified as category of very positive.Keywords: E-Module, Photography, Project Based Learning


Author(s):  
Erlan A Simarmata . ◽  
Gede Saindra Santyadiputra, S.T., M.Cs . ◽  
Dr. Dewa Gede Hendra Divayana, S.Kom., M .

Penelitian ini bertujuan (1) Untuk mengimplementasikan Pengembangan E-modul Pada Mata Pelajaran Pemrograman Desktop Kelas XI Rekayasa Perangkat Lunak di SMK Negeri 2 Tabanan. (2) Untuk mengetahui respon siswa dan guru terhadap Pengembangan E-modul Pada Mata Pelajaran Pemrograman Desktop Kelas XI dengan Model Project Based Learning di SMK Negeri 2 Tabanan. Metode penelitian yang digunakan dalam penelitian ini adalah research and development (R&D), dengan model pengembangan Dick & Carey. Subjek penelitian ini yaitu siswa kelas XI Rekayasa Perangkat Lunak dan guru mata pelajaran Pemrograman Desktop di SMK Negeri 2 Tabanan tahun ajaran 2016/2017. Untuk mengetahui respon siswa dan guru terhadap e-modul diperoleh dengan menggunakan metode angket. Hasil penelitian menunjukkan bahwa: 1) Hasil implementasi e-modul yang telah dikembangkan pada mata pelajaran pemrograman desktop untuk siswa kelas XI Rekayasa Perangkat Lunak dengan menggunakan model pembelajaran Project Based Learning di SMK Negeri 2 Tabanan dinyatakan berhasil diterapkan berdasarkan beberapa uji yang dilakukan. 2) Hasil analisis data respon siswa menunjukkan bahwa persentase siswa yang memberikan respon sangat baik sebesar 36.84%, persentase siswa yang memberikan respon baik sebesar 63.16%, dan tidak ada siswa yang memberikan respon cukup, kurang, maupun sangat kurang dan mendapatkan presentase tingkat pencapaian e-modul sebesar 87.58%. Sedangkan hasil analisis data respon guru menunjukkan bahwa persentase guru yang memberikan respon sangat baik sebesar 94%. Kata Kunci : E-modul, Pemrograman Desktop, Model Project Based Learning, Research and Development The aim of this study is to (1) Implement the development of E-module for Desktop Progamming learning lesson of grade XI with Project Based Learning Model in SMK Negeri 2 Tabanan. (2) To know students’ and teachers’ response towards the development of E-module for Desktop Progamming learning lesson of grade XI with Project Based Learning Model in SMK Negeri 2 Tabanan. Research methodology that is used for this research was Research and Development (R&D), with Dick & Carey development model. The subject of this research was the third grade students, engineer software and Desktop Progamming teachers of SMK Negeri 2 Tabanan in Academic Year 2016/2017. To know students’ and teachers’ response towards the E-module was gained by using inquiry method. The result of this study showed that: (1) Implementation result of E-module which was developed for Desktop Progamming learning lesson of grade XI engineer software by using Project Based Learning Model in SMK Negeri 2 Tabanan has proven effective to be applied through some tests. (2) The data analysis result of students’ response showed that the percentage of students’ who give excellent response was 36.84%, students who gave good response were 63.16%, and there were no students who gave fair response, inadequate or inacceptable response and get a percentage of the level of achievement of the e-module were 87.58%. While the data analysis result of teachers’ response showed that the percentage of teaches who gave excellent response was 94%.keyword : E-Module, Desktop Progamming, project based learning, Research and Development


2020 ◽  
Vol 2 (1) ◽  
pp. 13
Author(s):  
Nur Cayo Hendro Wibowo ◽  
Khotibul Umam ◽  
Albadru Muh Izul Khaq ◽  
Favian Agung Rizki

<p align="center"><em>Cryptography is a branch of mathematics. Asymmetric algorithms such as RSA, including the type of cryptography that is more widely used to be implemented in everyday life because it has an algorithm that is not easy to be misused by others. However, the encryption and decryption process of RSA requires quite a long time. For this reason, RSA - CRT emerged. In this study a time comparison between the RSA algorithm and the RSA-CRT Base On Computer is done. The purpose of this study was to determine the execution time of the RSA-CRT algorithm using PHP.</em></p><p><em>This research uses the Research and Development or R&amp;D method, with the R&amp;D method created by the product development RSA-CRT algorithm application from UIN Walisongo Semarang based on computer. Based on the data analysis, the conclusion is that although the manual calculation of the RSA-CRT algorithm takes longer than the others in this case RSA. But have a faster time when using PHP.</em></p><p align="center"> </p>


2018 ◽  
Vol 1 (1) ◽  
pp. 182
Author(s):  
Marha Marha ◽  
Islahudin Islahudin ◽  
Linda Sekar Utami

Abstrak: Tujuan dari penelitian ini untuk mengembangkan buku petunjuk pratikum pada pokok bahasan gelombang dan bunyi untuk meningkatkan motivasi siswa. Penelitian ini menggunakan metode research and development (R & D). Sebagai subjek dalam penelitian ini adalah siswa MAN 2 Model Mataram Kelas XI. Model pengembangan yang digunakan adalah Dick & Carey yang terdiri dari 10 langkah yang harus diikuti untuk menghasilkan produk berupa buku petunjuk pratikum. Data diperoleh melalui wawancara, angket dan dokumentasi. Teknik analisis data yang digunakan adalah deskriptif kualitatif untuk mengukur motivasi belajar siswa. Abstract:  The purpose of this study was to develop a pratikum manual on the subject of waves and sounds to improve student motivation. This research uses research and development (R & D) method. As subject in this research is student MAN 2 Model Mataram Class XI. The development model used is Dick & Carey which consists of 10 steps that must be followed to produce the product in the form of manual pratikum. Data obtained through interviews, questionnaires and documentation. Data analysis technique used is descriptive qualitative to measure student's learning motivation.


Author(s):  
Kadek Dicky Sectio Adi Wirandika . ◽  
Dr. Ketut Agustini, S.Si, M.Si. . ◽  
I Gede Partha Sindu, S.Pd., M.Pd. .

Penelitian ini bertujuan (1) Untuk menghasilkan rancangan dan mengimplementasikan hasil rancangan Pengembangan E-Modul Interaktif Berbasis Problem Based Instruction Pada Mata Pelajaran Perakitan Personal Computer Kelas X TKJ Di SMK TI Bali Global Singaraja. (2) Untuk mengetahui respon siswa dan guru terhadap Pengembangan E-Modul Interaktif Berbasis Problem Based Instruction Pada Mata Pelajaran Perakitan Personal Computer Kelas X Teknik Komputer dan Jaringan Di SMK TI Bali Global Singaraja. Metode penelitian yang digunakan dalam penelitian ini adalah research and development (R&D), dengan model pengembangan Dick & Carey. Subjek penelitian ini yaitu siswa kelas X Teknik Komputer dan Jaringan dan guru mata pelajaran Perakitan personal computer di SMK TI Bali Global Singaraja tahun ajaran 2016/2017. Untuk mengetahui respon siswa dan guru terhadap e-modul diperoleh dengan menggunakan metode angket. Hasil penelitian menunjukkan bahwa: 1) Hasil implementasi e-modul yang telah dikembangkan pada mata pelajaran perakitan personal computer untuk siswa kelas X Teknik Komputer dan Jaringan dengan menggunakan model pembelajaran Problem Based Instruction di SMK TI Bali Global Singaraja dinyatakan berhasil diterapkan berdasarkan beberapa uji yang dilakukan. 2) Hasil analisis data respon siswa menunjukkan bahwa persentase siswa yang memberikan respon sangat baik sebesar 47.37%, persentase siswa yang memberikan respon baik sebesar 52.63%, dan tidak ada siswa yang memberikan respon cukup, kurang, maupun sangat kurang. Sedangkan hasil analisis data respon guru menunjukkan bahwa persentase guru yang memberikan respon sangat baik sebesar 100%, dan tidak ada guru yang memberikan respon baik, cukup, kurang, maupun sangat kurang. Kata Kunci : E-modul, Perakitan Personal Computer, Model Problem Based Instruction, Research and Development The aim of this study (1) To produce a design and implementing the development of E-module for Personal Computer Assembling lesson of grade X with Problem Based Instruction Model in SMK TI Bali Global Singaraja. (2) To know students’ and teachers’ response towards the development of E-module for Personal Computer Assembling lesson of grade X with Problem Based Instruction Model in SMK TI Bali Global Singaraja. Research methodology that is used for this research was Research and Development (R&D), with Dick & Carey development model. The subject of this research was the third grade students, computer and network engineering and Personal Computer Assembling teachers of SMK TI Bali Global Singaraja in Academic Year 2016/2017. To know students’ and teachers’ response towards the E-module was gained by using inquiry method. The result of this study showed that: (1) Implementation result of E-module which was developed for Personal Computer Assembling lesson of grade X computer and network engineering by using Problem Based Instruction Model in SMK TI Bali Global Singaraja has proven effective to be applied through some tests. (2) The data analysis result of students’ response showed that the percentage of students’ who give “sangat baik” response was 47.37%, students who gave “baik” response were 52.63%, and there were no students that give “cukup”, ”kurang”, or “sangat kurang” response. While the data analysis result of teachers’ response showed that the percentage of teaches who gave “sangat baik” response was 100% and there were no teachers who gave “baik”, “cukup”, “kurang”, or “sangat kurang”.keyword : E-Module, Personal Computer Assembling, Problem Based Instruction, Research and Development


Author(s):  
Dadang Warta Candra Wira Kusuma ◽  
Moch. Asmawi ◽  
James Tangkudung

The purpose of this study is to create a draft training shooting model in basketball games and to improve the athletes’ ability of basketball shooting. This research is mixed-method with research and development (R&D) design. The subject of this research is university player level in Mataram. The formula of t is used with randomized pretest-posttest control groups design. The result of research is creating model of shooting training in basketball games. Thus, the result of data analysis shows that the value of t-test is 11,749 and t-table is 1,729 it means that t-test is higher than t-table (t-test > t-table). The data analysis shows that there is significant effect of shooting training in basketball games and can enhance the players’ ability.


2017 ◽  
Vol 14 (1) ◽  
Author(s):  
Komang Ariasa ◽  
Gede Saindra Santyadiputra ◽  
I Gede Partha Sindu

The purposes of this study were (1) to generate a design and implement the result of the design for the development of e-modul assisted CAI media on the subject of photography for tenth grade of Desain Komunikasi Visual at SMK Negeri 1 Sukasada, (2) to know the responses of the teacher and students toward development of e-modul assisted CAI media on the subject of photography for tenth grade of Desain Komunikasi Visual at SMK Negeri 1 Sukasada. The learning model that used in the development of electronic modul was project based learning. The type of research used in this study was the Research and Development (R&D) using ADDIE development model. The subjects of this study were tenth grade students of Desain Komunikasi Visual at SMK Negeri 1 Sukasada in academic year 2016/2017. In order to know the response of the teacher and students of e-module photography, questionnaire was used to obtain the data. The results showed that: (1) The design and implementation of e-module assisted CAI media which have been developed on the photography course for tenth grade of Desain Komunikasi Visual at SMK Negeri 1 Sukasada was successfully applied by some of the tests conducted. (2) The results of the data analysis showed that the mean score obtained from teacher’s responses was 47, if it converted into a table of classification response; it was classified as the category of very positive. Meanwhile, the mean score obtained from the students' response of the development of e-module, was 67,79, if it converted into a table of classification response, student responses classified as category of very positive.Keywords: E-Module, Photography, Project Based Learning


2020 ◽  
Vol 5 (1) ◽  
pp. 86
Author(s):  
Irfan Dita Pratama ◽  
Tubagus Herlambang ◽  
Buyung Kusumawardhana ◽  
Ibnu Fatkhu Royana

Go Pong: Learning Media for Basic Techniques of Table Tennis Based on AndroidThis research used development research which was Research and Development (R&D) with 8 stages. The subject of this study was the eighth grade students of Junior High School of 1 Juwana. The data analysis techniques used were test and non-test techniques in the form of interview, observation, questionnaire, and documentation. The results showed the effectiveness test of Go Pong media on learning outcomes that obtained an n-gain index was 0.486 and 0.374 with moderate criteria. While learning outcomes used book got the results 0.263 and 0.07 with moderate criteria. The percentage of Go Pong media completeness was superior at 60% while using books was only 40%. The conclusion of this study is that Go Pong media is very effective to be used for learning compared to book media.Keywords: learning outcomes, Go Pong media, basic techniques of table tennis. Penelitian ini menggunakan penelitian pengembangan Research and Development (R&D) dengan 8 tahap. Subyek penelitian ini adalah siswa kelas VIII SMP Negeri 1 Juwana. Teknik analisis data yang dilakukan adalah teknik tes dan nontes berupa wawancara, observasi, angket, dan dokumentasi. Hasil penelitian menunjukkan uji keefektifan media Go Pong terhadap hasil belajar yang memperoleh indeks n-gain sebesar 0,486 dan 0,374 dengan kriteria sedang. Sedangkan hasil belajar menggunakan buku mendapatkan hasil 0,263 dan 0,07 dengan kriteria sedang. Presentase ketuntasan media Go Pong lebih unggul yaitu 60% sedangkan memakai buku hanya 40%. Simpulan penelitian adalah media Go Pong sangat efektif digunakan untuk pembelajaran dibandingkan menggunakan media buku.Kata kunci: hasil belajar, media Go Pong, teknik dasar tenis meja.


2019 ◽  
Author(s):  
Erwinsyah Satria

The background of this research is the 5th grade students have low ability in clarify the honesty, responsibility, respect, and honour, in learning process of 5th grade students in SD 36 Lareh Nan Gadang, The aim of this research is to increase the values clarification ability in PKn using VCT approach.The kind of this research is action research. The subject of this research is the 5th grade students which are 26 students. Data collection using observation and test.The data analysis result shows that the VCT approach performance in PKn is increased. The students who have the value clarification are : a) the value of the honesty in giving opinion for making decision increase from 61.45% in cycle I to 80.77% in cycle II, b) the responsibility in obeying the decision increase from 67.31% in cycle I to 84.61% in cycle II, c) the respect of other people in decision making increase from 71.16% in cycle I to 80.76% in cycle II, d) honor to other people in conveying the opinion for decision making increase from 69.23% in cycle I to 84.56% in cycle II, e) the students achievement increase from 57.69% in cycle I to 80.77% in cycle II.The value clarification ability and the students achievement can be increased by using VCT approach. Suggested to the teachers to use VCT approach in increasing the value clarification ability and the students achievement in PKn subject.


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