scholarly journals Development of Dribbling and Shooting Exercise Models in Futsal Sports (Development Study of POK Futsal Achievement Training in Sebelas Maret University)

Author(s):  
Argya Setya Wimala ◽  
Muchsin Doewes ◽  
M Furqon Hidayatullah

The purpose of this study was to develop a good dribbling and shooting exercise model and carry out the trial of the development product. The research method used in this study is a research and development method. The first step that was carried out was a needs analysis using the free guided interview method to find out the problems that existed in the development of POK UNS futsal achievements related to dribbling and shooting exercises. From the results of the interview, it is known that the students' dribbling and shooting abilities are still not good and there is no dribbling and shooting training program based on theoretical studies. From these results, the following topics can be formulated: (1) The general theory of futsal. (2) The theory of basic futsal techniques. (3) the general theory of dribbling and shooting exercises. (4) Dribbling and futsal shooting. Furthermore, the evaluation of product development in the dribbling and shooting training model that has been prepared to academic experts and trainers is obtained so that the final average score is 79.33% which indicates that the product design for the development of dribbling and shooting training models for students who have developed futsal achievements can be tested on the stage of small group trials and large group trials. The small group test results with 15 subjects were 82.83%. The trial of a large group with a subject of 30 people with a result of 83.92%. From the results of product testing, the product effectiveness test was then carried out to compare the increase in dribbling and shooting capabilities that were trained with the training models that had been made with conventional training models that were commonly done before. The results of the effectiveness test for dribbling using the new exercise model showed an average increase of 3.06 seconds, while those using the conventional training model showed an average increase of 0.15 seconds. Shooting using the new exercise model showed an average increase of 7.24 while those using conventional training models showed an average increase of 0.56.

Epigram ◽  
2019 ◽  
Vol 16 (2) ◽  
pp. 99-110
Author(s):  
I Made Wijana ◽  
Anak Agung Putri Suardani ◽  
I Gede Made Karma

This research aims to produce prototype of computer-based business mathematics teaching materials to improve student achievement of Accounting Department, Politeknik Negeri Bali (PNB). In this research, to reach the target of teaching materials of computer-based business mathematics, the development using Borg and Gall method with some modifications into five steps: needs analysis and curriculum majoring in accounting, initial product development, education expert validation, small group trial , and large group trials. Trial of small group and large group by involving first semester student of Diploma IV Managerial Accounting Study Program, Accounting Department, PNB. Based on curriculum analysis and needs analysis, teaching materials are developed in the form of modules with Microsoft Excel application and the result of the initial product are five modules with topics of Formula, Linear and Non Linear Functions, Interest Calculation, Annuity, and Linear Programming. Education expert validation using five aspects resulted in an average score of 4.13 (good). Trial of the teaching materials by measuring student perceptions using three aspects for small groups resulted in an average score of 3.81 (good) and for large groups resulted in an average score of 4.23 (good). Furthermore, results of evaluation in large groups indicate a significant increase in mean of student scores from before and after using computer-based Business Mathematics teaching materials 


2018 ◽  
Vol 12 (2) ◽  
pp. 1
Author(s):  
Abdul Kadir

This study aims to produce the valid SETS-based science teaching materials for the practical and effective use in improving student learning outcomes on environmental pollution materials. This research is Research and Development with pretest-posstest one group design implemented at VII class’ students of MTsN 1 Kendari in the second semester of academic year 2015/2016. The instruments of the study are valid and reliable observations, questionnaires and cognitive tests to obtain the required data. Meanwhile, the data analysis technique is using descriptive and inferential analysis after meeting the normality and homogeneity requirements test. The results indicate; 1) the results of the validity of the SETS-based science test materials by the material and media experts which are valid and highly feasible materials to use, 2) the product practicality test results in small and large group samples which include all aspects considered to be generally implemented as a whole, and 3) the product effectiveness test results obtained through the average test of student learning outcomes before and after treatment which is significantly different, meaning that students' learning outcomes after treatment is increase. While the response of students and teachers on teaching materials used both in small and large group samples are both very good and suitable to use as a learning material on environmental contamination material in MTsN 1 Kendari.


Jurnal Varian ◽  
2019 ◽  
Vol 3 (1) ◽  
pp. 1-5
Author(s):  
Doni Dwiranata ◽  
Dewi Pramita ◽  
Syaharuddin Syaharuddin

Abstract: This study aims to develop and produce android-based mathematics learning media on the subject of three dimensions of point, line, and field positions in space, for class X high school students and find out the validity, effectiveness, and practicality of interactive multimedia-based learning media. This type of research is a research development in the form of a three dimensional interactive learning media. Media development refers to the ADDIE development model which includes 5 stages, namely Analysis, Design, Development, Implementation, Evaluation. The subjects of this study were students of class X IPA and students of class X IPS SMA Negeri 1 Maronge. The instruments used in this study were questionnaire validation of material experts and media experts, student questionnaire responses, and student evaluation tests. The results of the development research are: (1) The results of the validation of the material and the media obtain an average score of 36 with the category "quite valid"; (2) The results of the effectiveness of the media in small group trials have achieved 100% mastery learning in the "very effective" category; (3) The results of the practicality of the media in small group trials obtained an average score of 57 in the "very practical" category; (4) The results of the effectiveness of the media in large group trials gained mastery learning reaching 80% with the category of "effective"; and (5) The practicality of the media in the large group test obtained an average of 54,485 in the "practical" category.


2021 ◽  
Vol 15 (2) ◽  
pp. 130-144
Author(s):  
Jenri Ambarita ◽  
Ester Yuniati

This research aims to develop an interactive blog based on digital literacy as a campaign medium for religious moderation of millennial generation. This research is a Research and Development (RnD) ADDIE model with the stages of Analysis, Design, Development, Implementation and Evaluation. The validation or due diligence of interactive blog is carried out by media experts, material experts, and practitioners. The interactive blog trial was carried out in two stages: a small group trial consisting of 10 Early Childhood Christian Education students and a large group trial involving 55 Christian Religious Education students. For the blog feasibility assessment, media experts gave an average score of 4.5 which lies in Very Good category and material experts gave 4.00 which is included to the Good category as well. At the small group trial stage, the average value was 4.15 and the large group trial was 4.14, both in Good category. Thus, it can be concluded that interactive blog is quite feasible to be used as a medium for religious moderation campaigns based on digital literacy of millennials.Keywords: interactive blog; digital literacy; religious moderation; millennial generation


BIODIK ◽  
2020 ◽  
Vol 7 (2) ◽  
pp. 45-54
Author(s):  
Wendra Priatama ◽  
Afreni Hamidah ◽  
Evita Anggereini

The use of Biology learning media that students can use to study fish morphological characters is still small. This is due to the limited available learning media. One way to overcome this problem is to use learning resources in the form of an Android-based fish encyclopedia. The purpose of this study was to generate, determine the feasibility, and effectiveness of the use of the Android-based Encyclopedia of Fish Diversity in Lake Kerinci on student learning outcomes and conservation attitudes. The research method used is development with the ADDIE model (Analysis, Disgn, Development, Implementation, Evaluation). Encyclopedia of Fish Diversity in Lake Kerinci based on Android was validated by media experts with the final percentage acquisition of 96.2% for very good categories and material experts with a final percentage of 85.2% for very good categories. Thus the encyclopedia product is said to be feasible. This product was then tried out at SMAN 6 Kerinci, the trial was carried out on 2 biology subject teachers, a small group consisting of 9 students, in a large group consisting of 30 students. The test results on teachers get a percentage of 84.37%. The results of the trial in the small group get a percentage of 89.02% which is included in the very good category. In the large group trial, the percentage of 87.96% was included in the very good category. The use of an Android-based encyclopedia of fish diversity in Lake Kerinci effectively improves student learning outcomes. Abstrak. Penggunaan media pembelajaran Biologi yang dapat digunakan siswa untuk mempelajari karakter morfologi ikan masih sedikit. Hal ini dikarenakan terbatasnya media pembelajaran yang tersedia. Salah satu cara mengatasi permasalahan tersebut adalah dengan penggunaan sumber belajar berupa ensiklopedia ikan berbasis Android. Tujuan penelitian ini adalah untuk menghasilkan, mengetahui kelayakan, dan efektifitas penggunaan Ensiklopedia Keanekaragaman Ikan di Danau Kerinci berbasis Android terhadap hasil belajar dan sikap konservasi siswa. Metode penelitian yang digunakan adalah Pengembangan dengan model ADDIE (Analys, Disgn, Development, Implementation, Evaluation). Ensiklopedia Keanekaragaman Ikan di Danau Kerinci Berbasis Android divalidasi oleh ahli media dengan perolehan persentase akhir 96,2% kategori sangat baik dan ahli materi dengan persentase akhir 85,2% kategori sangat baik. Dengan demikian produk ensiklopedia dikatakan layak. Produk ini kemudian di ujicobakan di SMAN 6 Kerinci, ujicoba dilakukan pada 2 orang guru mata pelajaran biologi, kelompok kecil, terdiri dari 9 orang siswa, pada kelompok besar terdiri dari 30 orang siswa. Hasil ujicoba pada guru mendapatkan persentase 84,37%. Hasil ujicoba pada kelompok kecil mendapatkan persentase 89,02% yang termasuk kategori sangat baik. Pada ujicoba kelompok besar mendapatkan persentase 87,96% termasuk kategori sangat baik. Penggunaan ensiklopedia keanekaragaman ikan di danau Kerinci berbasis Android efektif meningkatkan hasil belajar siswa.


2021 ◽  
Vol 3 (11) ◽  
pp. 884-892
Author(s):  
Dwi Jatmiko ◽  
Moch. Yunus ◽  
Prisca Widiawati

Abstract: The purpose of this development research is to produce various kinds of module-based soccer passing exercises for SSB Kharisma Elang Muda Malang City. The product is developed using the model from Borg and Gall consisting of an initial needs analysis (need assessment), product development planning (Planning). Develop initial product (Develop Preliminary form of Product). The initial product developed will go through validation and feasibility tests by media experts and soccer coaching experts. Small group trial (Preliminary Field Testing). Large group trial (Main Field Testing). Lastly, revise the results of Main Field Testing. Based on a series of validity tests from experts and field tests, it was stated that the product was declared valid and could be used as a teaching medium for SSB Kharisma Elang Muda Malang City. The results of the research based on the small group trial showed a large number (87.8 percent) and the large group trial showed the number (88.75 percent) of the athletes of SSB Kharisma Elang Muda Malang City, stating that the variation of the Passing technique training model is easy to understand, interesting. , and effective for increasing Passing ability Pass. Abstrak: Tujuan penelitian pengembangan ini adalah untuk menghasilkan berbagai macam latihan passing sepak bola berbasis modul untuk SSB Kharisma Elang Muda Kota Malang. Produk dikembangankan dengan menggunakan model dari Borg and Gall terdiri dari analisis kebutuhan awal (need assessment), Perencanaan pengembangan produk (Planning). Mengembangkan produk awal (Develop Preliminary form of Product). Produk awal yang dikembangkan akan melalui uji validasi dan kelayakan oleh ahli media dan ahli kepelatihan sepak bola. Uji coba kelompok kecil (Preliminary Field Testing). Uji coba kelompok besar (Main Field Testing). Terakhir melakukan revisi dari hasil Main Field Testing. Berdasarkan dari serangkaian uji validitas dari ahli dan uji lapangan menyatakan bahwa produk dinyatakan valid dan dapat digunakan sebagai media ajar untuk SSB Kharisma Elang Muda Kota Malang. Hasil dari penelitian berdasarkan uji coba kelompok kecil menunjukan angka besar (87,8 persen) dan uji coba kelompok besar menunjukan angka (88,75 persen) atlet SSB Kharisma Elang Muda Kota Malang, menyatakan bahwa variasi model latihan teknik Passing mudah dipahami, menarik, dan efektif untuk meningkatkan kemampuan Passing.


2021 ◽  
Vol 6 (3) ◽  
pp. 421-432
Author(s):  
Carles Nyoman Wali ◽  
Widiyanto

The lack of training models and training creativity in creating traditional game-based training models for kenshi to improve the basic techniques of kempo becomes problems in this study. The purpose of this research is to produce a model of basic martial arts techniques of kempo through traditional games for kenshi beginners. This research is a research and development (R&D) research which was adapted into 8 steps in research: 1). Field news collection 2). Breakdown of the news that has been collected 3). Elaborating initial creation 4). Expert validation and revision 5). Small scale trial 6). Large-scale trial 7). Making the final product 8). Product effectiveness test. The small-scale trial subjects of 20 beginners kenshi were taken from 2 dojos, namely the Panjatan Junior High School dojo and the Amikom dojo. The large-scale test subjects totaling 45 beginners kenshi were taken from 3 dojos, namely Balong, Triharjo, and SD Gunung Kidul. The subjects in this study came from 5 dojos in Perkemi DIY. Data were collected through interviews, distributing questionnaires, field notes, evaluation, and assessment rubrics for beginner kenshi. The results of this study are in the form of training models for basic techniques of kempo martial arts through traditional games for beginner kenshi, and there are five training models: 1. gobak sodor, 2. yeye, 3. pahtil catfish, 4. zogdag, 5. stick dance. Based on the results of this study, it can be concluded that the traditional game-based kempo martial arts training model for kenshi beginners is feasible to use. The author's recommendation to other prospective researchers is to examine traditional games in an approach with other disciplines and use professional research subjects in other sports.


BIODIK ◽  
2019 ◽  
Vol 5 (3) ◽  
pp. 197-214
Author(s):  
Ade Suryanda ◽  
Eka Putri Azrai ◽  
Anita Julita

The development of additional learning resources in the form of biology pocketbook based on mind map (Biomap) was carried out by referring to the ADDIE development model, then being tested for its feasibility by media experts, materials, languages, teachers and students. The method of data collection uses a feasibility questionnaire adapted from the Badan Standar Nasional Pendidikan or BSNP. Data analysis was carried out by changing the total score of the test results in the form of percentages then converted into qualitative data using guidelines for interpreting product feasibility. The data obtained is used as a reference for product improvement. The results of the assessment conducted by linguists obtained an average score of 87.5%, media experts amounted to 86.1%, material experts amounted to 87.55%, trials to teachers amounted to 82.5%, trials for small group students amounted to 86,17% and a large group of 89%. The overall average score is 86.47%. Based on the interpretation of scores, the products developed obtained a category very feasible to use as an additional learning resource. Abstrak. : Pengembangan sumber belajar tambahan berupa buku saku biologi berbasis mind map (Biomap) dilakukan  dengan merujuk model pengembangan ADDIE, selanjutnya diuji kelayakannya oleh para ahli media, materi, bahasa, guru serta siswa. Penelitian ini bertujuan untuk menguji kelayakan buku saku biologi berbasis mind map (BIOMAP) bahan belajar mandiri berdasarkan pandangan ahli. Metode pengumpulan data menggunakan angket uji kelayakan yang diadaptasi dari Badan Standar Nasional Pendidikan atau BSNP. Analisis data dilakukan dengan mengubah skor total hasil uji ke dalam bentuk persentase selanjutnya diubah menjadi data kualitatif menggunakan pedoman interpretasi kelayakan produk. Data yang diperoleh digunakan sebagai rujukan untuk perbaikan produk. Hasil penilaian yang dilakukan oleh ahli bahasa memperoleh skor rerata 87,5%, ahli media sebesar 86,1%,  ahli materi sebesar 87,55%, uji coba kepada guru sebesar 82,5%, uji coba kepada peserta didik kelompok kecil sebesar  86,17% dan kelompok besar sebesar 89%. Rerata skor secara keseluruhan sebesar 86,47%. Berdasarkan interpretasi skor, produk yang dikembangkan memperoleh kategori sangat layak digunakan sebagai sumber belajar pendukung.


2021 ◽  
Vol 2 (1) ◽  
pp. 79-91
Author(s):  
Dita Primashanti Koesmadi ◽  
Arwendis Wijayanti ◽  
Elisa Rahayu

Development of Zliqubo Media (Quiet Book Puzzle) to Improve Visual Spatial Intelligence of Group B Kindergarten Children in Kwadungan District, Ngawi Regency. This study aims to: 1) Describe the effectiveness of Zliqubo (Puzzle Quiet Book) to improve the visual spatial intelligence of kindergarten children in group B in Kwadungan District, Ngawi Regency. 2) Describe the efficiency of Zliqubo (Quiet Book Puzzle) to improve the spatial visual intelligence of Group B Kindergarten children in Kwadungan District, Ngawi Regency. 3) Describe the attractiveness of Zliqubo (Puzzle Quiet Book) to improve the visual spatial intelligence of Group B Kindergarten children in Kwadungan District, Ngawi Regency. The research used was Borg & Gall Research and Development. The steps taken include analysis of potential and problems, data collection, product design, product validation, design revisions, product trials, product revisions. The product was tested on students through two stages of validation testing, namely a small group trial of 5 children and a large group trial of 15 children. The subject of the trial was the children of group B Kindergarten Dharma Wanita Dinden which consisted of a small group trial of 5 students and a large group trial of 13 students. Product viability is based on the results of the assessment of material experts, media experts and learning design experts. Data collection techniques using observation, interviews, and documentation. Data analysis in the form of quantitative descriptive. The results showed that the Zliqubo (Puzzle Quiet Book) which had been developed through a series of trials and expert validation was declared feasible. This is supported by expert material assessment with an average score of 3.42 included in the feasible category, assessment of experts with an average score of 3.7 including the feasible category, learning design expert assessment with an average score of 3.3 including eligible category. product trials get a percentage score (1) 100% of children can do activity I; (2) 93.75% of children can do activity II; (3) 87.5% of children can do activity III; (4) 89.7% of children easily carry out activities; (5) 94.86% of children are safe in playing activities with Zliqubo (Quiet Book Puzzle); (6) 92.30% of children feel happy when playing with Zliqubo (Puzzle Quiet Book). Based on the results of the research that has been done, it can be concluded that the Zliqubo (Puzzle Quiet Book) for the learning of Group B Kindergarten students in Kwadungan Subdistrict, Ngawi Regency is feasible to use.


2019 ◽  
Vol 8 (1) ◽  
pp. 105
Author(s):  
Ira Syafrina ◽  
Weni Nelmira

AbstrakPenelitian ini dilatar belakangi untuk mengatasi permasalahan mahasiswa dalam perkuliahan Sulaman pada materi membuat sulaman timbul, dimana masih terbatasnya referensi mengenai materi Membuat Sulaman Timbul. Tujuan dari penelitian ini untuk menghasilkan media pembelajaran berupa bahan ajar yang valid dan praktis. Penelitian ini merupakan penelitian Research and Development (R&D). Prosedur penelitian menggunakan model 4-D yang terdiri dari tahap pendefenisian (Define), tahap perancangan (Design), tahap pengembangan (Develop) dan tahap (Disseminate). Namun dalam penelitian ini desseminate tidak digunakan karena mengingat keterbatasan peneliti. Data diperoleh dari uji validitas, uji praktikalitas dosen pembina mata kuliah, uji praktikalitas kelompok kecil dan uji praktikalitas kelompok besar. Validator terdiri atas validasi media dan validasi materi yang berjumlah 4 orang. Berdasarkan hasil uji validitas bahan ajar Sulaman diperoleh skor rata-rata 4,35 dengan kategori sangat valid. Selanjutnya dari hasil uji praktikalitas diperoleh skor 85% dengan kategori sangat praktis. Maka dapat disimpulkan bahwa bahan ajar  ini layak digunakan sebagai media pembelajaran sulaman timbul.  Kata Kunci: bahan, ajar, sulaman, timbul.AbstractThis research aims to solve the problems of students lectures of embroidery on embroidered embroidery material. There are still limited references to the material of Making Embossed Embroideries. The purpose of this study is to produce learning media that contain valid and practical teaching materials. This research is a Research and Development (R & D) research. The research procedure uses a 4-D model consisting of defining (definition), per-design, development design, and development (dissemination). But in this study, it was not used as a consideration for research. Data were obtained from validity tests, practicality tests of lecturer advisors, small group practicality tests and large group practicality tests. The validator consists of media validation and material validation collected by 4 people. Based on the results of the validity test of Sulaman teaching materials obtained an average score of 4.35 with a very valid category. Furthermore, from the practicality test results obtained a score of 85% with a very practical category. It can be concluded that teaching materials are suitable to be used as embroidery learning media arise.Keywords: teaching, materials, embossed, embroideries. 


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