scholarly journals Model Keterampilan Bantingan Lengan Olahraga Gulat Untuk Atlet Pemula

2020 ◽  
Vol 11 (02) ◽  
pp. 188-203
Author(s):  
Mahyudi Yudi

This study aims to produce a wrestling model of arm-throwing skills. Research on the development of an arm-throwing skill model for novice athletes using the Research & Development method from Borg and Gall. The subjects in this development research involved 30 athletes in PPLP wrestling, Pengprov PGSI and Platinum Wrestling Club. This study resulted in 12 arm-throwing model skills and firstly the model skills were validated by a validation team consisting of coaches and wrestling sports experts. Based on the results of a small group test involving 8 athletes from 1 club, it shows that of the 20 variations developed, 12 of them are eligible to be tested on a wider sample. The results of the large group test conducted by researchers involved 30 people from the PPLP and the Plaitnum Wrestling Club. Based on the results of the study, 12 models of arm skills skills can be used after evaluation by the validator team, the results of the small group test and the large group test results are declared feasible and valid to be used as a model in wrestling arm throwing exercise so that it can improve multilateral motion in athletes. young people serve and also exercise more effectively and efficiently so as to increase the interest and motivation of regional athletes in participating in wrestling exercises, especially arm throwing techniques.

JURNAL PETIK ◽  
2019 ◽  
Vol 5 (2) ◽  
pp. 36-42
Author(s):  
Yuli Fitrianingsih

This study aims to develop a culture-based mathematics comic learning media using research and development or R & D methods with the ASSURE model. This development research was conducted in three Junior High Schools (JHS) in one sub-district, Pasar Minggu sub-district, South Jakarta. This research has been tested to various experts, namely: two material experts with very good categories and a percentage of 86%, 72% from one linguist with a good category, 96% from one development expert with a very good category, and get a percentage 3,4 with a good category from one graphic design expert. While the results of one to one test evaluations get an average of 84% which falls into the good category, small group test with a percentage of 85% with a very good category, and a large group test using the t-test results obtained tcount > ttable. Based on the evaluation results from several experts, using learning media in the form of mathematical comics is considered feasible and can increase students' interest and learning outcomes.


2020 ◽  
Vol 3 (2) ◽  
pp. 219-227
Author(s):  
Rizki Wahyu Yunian Putra ◽  
Suherman Suherman ◽  
Bambang Sri Anggoro ◽  
Aan Subhan Pamungkas

Learning in the industrial era 4.0 requires innovation in the development of teaching materials. The purpose of this research is to develop a valid and attractive Alqurun Teaching Model (ATM) teaching material for learning trigonometry. This research was a development research using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. Data were collected using a questionnaire. The small group test was conducted by 9 respondents and the large group test was carried out by 12 respondents. The results showed that based on material experts, this teaching material received a feasibility score of 4.06, 4.78 from media experts, and 4.19 from linguists, all of which indicated that this teaching material was in the very feasible category. The results of the small and large group tests showed a score of 3.36 and 4.21, meaning that this teaching material was very interesting. So, it can be concluded that this teaching material can be used in learning trigonometry.


2021 ◽  
Vol 3 (10) ◽  
pp. 790-799
Author(s):  
Adz Dzaria Nisa Solecha ◽  
Ari Wibowo Kurniawan

Abstract: This research and development aims to develop learning tools for jujitsu newaza techniques based on articulate storylines in the form of an application used for learning media for newaza jujitsu for PBJI athletes and coaches in Blitar Regency and also useful as a reference and development for further research. The development method used in this research is the Research and Development (R&D) method or development research. The small group trial subjects involved 9 PBJI athletes in Blitar Regency and the large group trial subjects involved 13 PBJI athletes in Blitar Regency. The results of the analysis of the experts who have done the validity, the percentage of the evaluation of coaching experts is 91 percent which means very valid, the results of the evaluation of media experts are 96 percent which means very valid, the results of the evaluation of the jujitsu experts are 77 percent which means very valid, the results of the group trial small obtained 82 percent which means very valid, the results of large group trials obtained 90 percent which means very valid. Based on the analysis of these data, it can be concluded that the development product of learning media jujitsu newaza (fights below) based on the articulate storyline application can be said to be "suitable for use" for the newaza learning media for PBJI Blitar Regency. It is recommended that in learning jujitsu, the newaza technique based on the articulate storyline is only used in the newaza material before learning newaza in the core activities of learning newaza. Abstrak: Penelitian dan pengembangan ini bertujuan untuk mengembangkan perangkat pembelajaran Teknik jujitsu newaza yang berbasis articulate storyline yang berupa sebuah aplikasi yang digunakan untuk media pembelajaran jujitsu newaza, memberikan kemudahan belajar secara visualisasi bagi atlet dan memberikan akses yang mudah terhadap materi newaza untuk atlet dan pelatih PBJI Kabupaten Blitar dan juga bermanfaat menjadi rujukan dan pengembangan untuk penelitian selanjutnya. Metode pengembangan yang digunakan dalam penelitian ini adalah metode Research and Development (R&D) atau penelitian pengembangan. Subjek uji coba kelompok kecil melibatkan 9 atlet PBJI Kabupaten Blitar dan subjek uji coba kelompok besar melibatkan 13 atlet PBJI Kabupaten Blitar. Hasil analisis dari para ahli yang sudah melakukan validitas maka diperoleh persentase evaluasi ahli kepelatihan 91 persen yang berarti sangat valid, hasil evaluasi ahli media diperoleh 96 persen yang berarti sangat valid, hasil evaluasi ahli jujitsu diperoleh 77 persen yang berarti sangat valid, hasil uji coba kelompok kecil diperoleh 82 persen yang berarti sangat valid, hasil uji coba kelompok besar diperoleh 90 persen yang berarti sangat valid. Berdasarkan analisis data tersebut, maka dapat disimpulkan bahwa produk pengembangan media pembelajaran jujitsu newaza (perkelahian bawah) berbasis aplikasi articulate storyline dapat dikatakan “layak digunakan” untuk media pembelajaran newaza untuk PBJI Kabupaten Blitar. Disarankan dalam pembelajaran jujitsu teknik newaza berbasis articulate storyline ini hanya digunakan pada materi newaza sebelum melakukan pembelajaran newaza pada kegiatan inti pembelajaran newaza.


2020 ◽  
Vol 10 (01) ◽  
pp. 35-43
Author(s):  
Rani Refianti ◽  
Idul Adha

This research was conducted at SMP N 8 Lubuklinggau in the academic year 2019/2020. The purpose of this research is to produce student worksheets (LKS) that are valid and practical using the Indonesian realistic mathematics approach (PMRI). This research refers to development research using a 4-D research model that has been modified to become 3-D. The validity of the LKS that was developed was seen from the results of the validation questionnaire of three experts while the practicality was seen from the results of the practicality questionnaire given to the one to one hold, small group test and large group test. Based on the results of questionnaire validation obtained an average score of 3.13 are in the valid category. Whereas based on practicality testing the LKS that was developed was in the practical category with an average score of 3.25.


2021 ◽  
Vol 9 (2) ◽  
pp. 256-267
Author(s):  
Randy Febri Tauba ◽  
Bafirman HB

Penelitian ini bertujuan untuk membuat prototipe instrumen tes dribbling futsal menggunakan teknologi mikrokontroler arduino yang terhubung dengan aplikasi android. Penelitian ini merupakan penelitian dan pengembangan (Research and Development). Subjek penelitian adalah Pemain Futsal SMA N 1, 2 dan 9 Sijunjung, Kecamatan Sijunjung, Kabupaten Sijunjung, Sumatera Barat. Untuk Validasi alat oleh tiga orang ahli yaitu ahli Evaluasi dan Tes Pengukuran, Ahli Futsal, dan Ahli IT. Pengembangan instrumen tes dribbling futsal ini dilakukan dengan uji kelompok kecil dengan sampel 15 orang putra dan uji kelompok besar dengan sampel 45 orang putra. Metode yang digunakan adalah metode validitas ahli dengan penilaian menggunakan instrumen angket dan metode test dan retest untuk uji reliabilitas alat yang dianalisis dengan menggunakan rumus r korelasional. Hasil dari penelitian ini Hasil dari penelitian ini didapatkan nilai validitas sebesar 91,33%, kategori “Sangat Baik/layak” dan uji reliabilitas kelompok kecil sebesar 0.986, dengan kategori “Tinggi” dan kelompok besar sebesar 0.947, dengan kategori “Tinggi”. Kemudian didapatkan nilai praktisitas sebesar 94% dan nilai efektivitas sebesar 90%, maka disimpulkan bahwa instrumen tes dribbling futsal menggunakan teknologi mikrokontroler arduino efektif  digunakan sebagai alat ukur untuk mengukur kecepatan dribbling futsal. Development of dribbling test instruments in futsal games using arduino microcontroller technology AbstractThis study aims to make a prototype of the futsal dribbling test instrument using Arduino microcontroller technology that is connected to an Android application. This research is a research and development (Research and Development). The research subjects were Futsal Players SMA N 1, 2 and 9 Sijunjung, Sijunjung District, Sijunjung Regency, West Sumatra. For tool validation by three experts, namely Evaluation and Measurement Tests, Futsal Experts, and IT Experts. The development of the futsal dribbling test instrument was carried out with a small group test with a sample of 15 men and a large group test with a sample of 45 men. The method used is the expert validity method with an assessment using a questionnaire instrument and the test and retest method to test the reliability of the tools analyzed using the correlation r formula. The results of this study obtained a validity value of 91.33%, the category "Very Good / feasible" and the small group reliability test was 0.986, with the "High" category and the large group was 0.947, with the "High" category. Then obtained a practical value of 94% and an effectiveness value of 90%. Thus, it can be concluded that the futsal dribbling test instrument using arduino microcontroller technology is good for use as a measuring tool to measure the speed of futsal dribbling.


2018 ◽  
Vol 3 (2) ◽  
pp. 225
Author(s):  
Sartika Dewintha ◽  
Aloysius Mering ◽  
Indri Astuti

This study aims to describe the design of the development, appearance, and process of Adobe Flash learning outcomes for learning traditional Dayak music for junior high schools. In this study involved media experts, material experts, design experts, fellow teachers, small, medium and large group trials. The subject of the trial was the eighth-grade students of Pontianak Public Middle School 10. Data obtained through interviews, observation and documentation studies. This study uses Research & Development research. The results of this study will later produce a product. Development research carried out combines the steps of Borg & Gall's development with the Dick and Carey model. The results showed that the media used was appropriate to be used as a learning medium for traditional Dayak music. The average level of feasibility based on the validator is that media experts have "feasible" eligibility criteria, "decent" material experts and "decent" design experts. Based on the results of the small group test scores "quite feasible," the trial group was "decent" and a large group test "feasible."


2021 ◽  
Vol 5 (2) ◽  
pp. 186
Author(s):  
Jony Damanik ◽  
Tarsyad Nugraha ◽  
Suprayitno Suprayitno

This research was conducted at PT Best Profit Medan. The research treatment was carried out by adjusting the schedule during work holidays. The time of this research was carried out from October 2020 to November 2020. Subjects or users targeted in research on the development of the snake and ladder game on physical fitness for employees of PT Best Profit Medan. The issues in the small group in this study were 20 employees of PT Best Profit Medan, and the subjects in the large group in this study were 40 employees of PT Best Profit Medan. The research subjects were taken based on the purposive sampling technique with the following criteria: 1) for women in healthy body condition and not in a state of pregnancy, 2) for men whose body condition was healthy and did not suffer from internal diseases. This research method is a development method. The study results are small group product trials. From the value obtained, it is known that the empirical score obtained is 78.87% (Appropriate to Use), so it can be stated that the snake and ladder game product is effective. Large group trial, the results above are the results of the questionnaire distributed to the experts attached in the attachment and then calculated. The acquisition of the expert revision in the small group trial is 98.44% (Very Appropriate to Use), but in extensive group trial studies, it has been no revisions from experts.


2020 ◽  
Vol 5 (5) ◽  
pp. 677
Author(s):  
Muhammad Khalil ◽  
Mohamad Amin ◽  
Betty Lukiati

<p><strong>Abstract:</strong> The aims of this development research are to produce teaching materials in the form of bioinformatics module based on problem-based learning titled analysis of the potential of natural compounds <em>in silico</em> as drug candidates that meet the requirements for validity and practicality to be used in bioinformatics courses. The research method used is research and development method with ADDIE development model which consists of five stages. The validation test result by media experts, material experts, and field practitioners in sequentially obtained the percentage of 98.15%, 91.07%, and 95.97%. The practicality test results obtained a percentage of 87.46%. The conclusion of this development research is the bioinformatics module that has been developed has met the requirements of validity and practicality and can be used without revision.</p><strong>Abstrak:</strong><em> </em>Tujuan dari penelitian pengembangan ini adalah untuk menghasilkan bahan ajar berupa modul bioinformatika berbasis <em>problem-based learning</em> berjudul analisis potensi senyawa alami secara <em>in silico </em>sebagai kandidat obat yang memenuhi syarat kevalidan dan kepraktisan untuk dapat digunakan pada matakuliah bioinformatika. Metode penelitian yang digunakan berupa metode penelitian dan pengembangan (<em>research and development</em>) dengan model pengembangan ADDIE yang terdiri atas lima tahapan. Hasil uji validasi oleh ahli media, ahli materi dan praktisi lapangan secara berurutan diperoleh persentase 98.15%, 91.07%, dan 95.97%. Hasil uji kepraktisan diperoleh persentase 87.46%. Kesimpulan dari penelitian pengembangan ini adalah modul bioinformatika yang telah dikembangkan telah memenuhi syarat kevalidan dan kepraktisan serta dapat digunakan tanpa perlu revisi.


2021 ◽  
Vol 3 (6) ◽  
pp. 369-380
Author(s):  
Amelia Nada Agustin ◽  
Ari Wibowo Kurniawan

Abstract: So far, the learning process of floor gymnastics is done through games. However, it has never been done using learning media for eating, there needs to be development and research related to learning media that package material variations of floor exercise in an interesting manner and the data is carried out during the online learning process. The development method refers to the method proposed by Lee and Owens. The results of the development trial involved 25 teachers of KKG PJOK Elementary School, Wagir District, Malang Regency. The results showed that the product can be categorized as valid with the percentage in small group trials of 74.76 percent and 79.17 percent of the results of large group trials. Abstrak: Proses pembelajaran senam lantai selama ini dilakukan melalui permainan. Namun belum pernah dilakukan menggunakan media pembelajaran makan perlu adanya pengembangan dan penelitian terkait media pembelajaran yang mengemas materi variasi permainan senam lantai secara menarik dan data dilakukan saat proses pembelajaran daring. Metode pengembangan mengacu metode yang dikemukakan oleh Lee dan Owens. Hasil uji coba pengembangan melibatkan sebanyak 25 guru KKG PJOK Sekolah Dasar Kecamatan Wagir Kabupaten Malang. Hasil penelitian menunjukan bahwa produk dapat dikategorikan valid dengan persentase pada uji coba kelompok kecil sebesar 74,76 persen dan 79,17 persen hasil uji coba kelompok besar.


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.


Sign in / Sign up

Export Citation Format

Share Document