scholarly journals DEVELOPMENT MODEL APPROACH THROUGH EXERCISE KINESTHETIC GAME CIRCUIT FOR CHILDREN AGES 4-6 YEARS

2017 ◽  
Vol 3 (1) ◽  
pp. 41
Author(s):  
Bangkit Seandi Taroreh

AbstractThis study aims to develop a basic kinesthetic based motion activity model for children aged 4-6 years. The design of this study refers to the Borg and Gall development model consisting of ten steps. These steps are 1) preliminary study aims to know the needs analysis in developing physical activity. It was concluded that a basic kinesthetic based motion activity model is required for children aged 4-6 years, 2) planning by formulating forms of participation in research); 3) design development, done by drafting and validated to 4 (four) experts and 1 (one) practitioner with 52 basic motion based kinesthetic activities, 4) conducting limited field test using 20 subjects, 5) revision of field test result limited clarity of implementation procedure and handbook, 6) broader field test using 50 subjects, 7) the revision of the field test results is broader, nothing needs to be revised because all aspects already meet the standards, 8) the main test through the model effectiveness test done 40 subjects, 9) the final product, 10) dissemination. Subjects in this study were children aged 4-6 years in Kindergarten. Place of research conducted in Tangerang City. Data were collected through documentation, observation, questionnaires and kinesthetic tests. Data analysis is done descriptively from qualitative and quantitative data. The results of the study are the basic kinesthetic based motion activity activity for children aged 4-6 years. The results prove that the development of a kinesthetic based motion activity model for children aged 4-6 years has been declared valid by motor learning experts, physical activity experts and early childhood education practitioners.Keywords: basic motion activity, kinesthetic, children aged 4-6 years.

2017 ◽  
Vol 4 (1) ◽  
pp. 20
Author(s):  
Muh. Amin

Research development is there stage of design, development, and dissemination. This research data includes expert test result data, practitioner test, and field test result. Data analysis uses qualitative and quantitative description techniques. The objective of the research is to produce the model product of PMBP-PK relating to learning planning (syllabus, RPP, LKS, and teaching materials) and the implementation of learning. The results of the research based on expert and practitioner's test on the feasibility of the content and validation of syllabus content is declared feasible. Percentage of structure effectiveness and syllabus criteria are effective as they reach 79.17%. Expert and practitioner test results on the feasibility and validation of RPP are eligible and valid. Percentage of suitability of structures and criteria reached the level of conformity of 3.68 or 92%. The result of feasibility test of LKS product is feasible based on expert and practitioner validator result. The percentage of conformity of LKS in the appropriate category is 87.5%. Expert and practitioner test results on teaching materials are declared eligible, valid, and appropriate (very suitable) category that is 3.78 or reach 94.5%. The result of the expert assessment of the reading of the game (whispered chain, read do, jumping word sphere, and word of discourse) reached the appropriate category (70.83%) and the practitioner's test result is very effective (97.92%). The results of field trials learning model reading as a whole are in good category. Research findings on PMBP-PK model products, (1) learning planning, implementation of learning, and assessment stated valid, effective, and practical, (2) games in reading learning according to the age level of second grade students of elementary school, and (3) according to the game in learning in positive / good category.


2021 ◽  
Vol 9 (1) ◽  
pp. 27-34
Author(s):  
Ratna Pancawati

The research aims at developing a guidebook for designing interactive distance learning for lecturers, considering that lecturers need guidance on how to design a learning implementation process that remains interactive in a full online learning system during the Covid 19 pandemic. The development of a guidebook stage adopted the model of Dick & Carey which modified into 4 stages, namely stages; (1) requirement analysis; (2) product design; (3) validation and evaluation; and (4) product revision. Based on development result, data found as follows; (1) the expert's assessment shows that the guidebook is included in the criteria of "very good" from the media aspect (94.44%) and "good" from the material aspect (86.11%) hence the guidebook can be used in learning; (2) test results on a small group shows that the product developed include in the criteria of  “good” (83,33%) hence the guidebook can be used in learning; (3) field test result that the product developed include in the criteria of “good” (89,28%) hence the guidebook can be used in learning. Key words: Interactive learning, distance learning  


2021 ◽  
Vol 5 (10) ◽  
pp. 1485
Author(s):  
Sitti Aliffatul Hasanah ◽  
Anang Santoso ◽  
Furaidah Furaidah

<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><p><strong>Abstract: </strong>This research aims to produce interactive multimedia based on local culture that is feasible in terms of validity, practicality, attractiveness, and effectivity. The development model used was the Lee &amp; Owens model, consists of five steps: analysis, design, development, implementation, evaluation. The validator stated that interactive multimedia was very valid with a score of 92.9%.  Field test results showed that practicality of the product reached 94.5%, and level of attractiveness reached 95.9%.  The results of the cognitive domain t-test were 8,746&gt;1,671, the affective domain was 6,028&gt;1,671, and the psychomotor domain was 3,705&gt;1,671. Those three analysis points out that t-empirical&gt;t-table. It was concluded that interactive mulitmedia was valid, practical, attractive and effective.</p><p><strong>Abstrak:</strong> Penelitian ini bertujuan menghasilkan multimedia interaktif berbasis kebudayaan lokal yang valid, praktis, menarik, dan efektif. Model pengembangan menggunakan model Lee &amp; Owens, terdiri dari lima tahap, yaitu analisis, desain, pengembangan, implementasi, dan evaluasi. Validator menyatakan multimedia interaktif yang dikembangkan telah sangat valid dengan perolehan skor 92,9%. Hasil uji lapangan menunjukkan tingkat kepraktisan produk mencapai 94,5 %, dan tingkat kemenarikan mencapai 95,9%. Hasil perhitungan uji-<em>t </em>ranah kognitif adalah 8,746 1,671, ranah afektif adalah 6,028 1,671, dan ranah psikomotor adalah<em> </em>3,705 1,671. Ketiga analisis uji-<em>t</em> menunjukkan <em>t-empirik</em> <em>t-tabel</em>.<em> </em>Disimpulkan bahwa multimedia interaktif telah valid, praktis, menarik, dan efektif.<strong><em></em></strong></p></td></tr></tbody></table></div>


2014 ◽  
Vol 904 ◽  
pp. 292-295 ◽  
Author(s):  
Jian Zhao ◽  
Yi Ji Xu

Field test of particle impact drilling (PID) technology was firstly carried out in deep well and hard formation in Sichuan province china on Oct. 2013. The test formation was named Xu Jiahe, which was very difficult to penetration. Field test result shows that the ROP (rate of penetration) was nearly doubled by this technology. It indicates that there is a profound application prospect of particle impact drilling, especially for hard rock formation. In this paper, the equipment and working principle was analyzed. The experiment and simulation results showed that the rock breaking efficiency was highly increased by this technology. The details of this field test were presented too in this paper that proved the sound effect of PID.


2021 ◽  
Vol MA2021-03 (1) ◽  
pp. 8-8
Author(s):  
Minoru Suzuki ◽  
Shuichi Inoue ◽  
Takashi Shigehisa

2021 ◽  
Vol 103 (1) ◽  
pp. 25-30
Author(s):  
Minoru Suzuki ◽  
Shuichi Inoue ◽  
Takashi Shigehisa

Author(s):  
Ratih Puspasari

Latar belakang penelitian ini adalah selama proses perkuliahan Teori Graf berlangsung buku yang digunakan oleh mahasiswa mengacu pada berbagai buku teks yang beredar di pasaran namun urutan penyampaiannya tidak seragam dan terstruktur. Buku teks khusus teori graf sangat jarang sekali ada. Kalaupun ada, seringkali masuk pada sub bab matematika diskrit, sehingga dosen sering mengalami kesulitan untuk meramu materi yang sesuai dengan silabus dan RPS. Ketidaktersediaan buku Teori Graf yang dijadikan acuan sebagai sumber belajar menyebabkan mahasiswa sulit memahami konsep. Tujuan dari penelitian ini adalah menghasilkan buku ajar kompilasi Teori Graf yang berkualifikasi baik dan layak diterapkan dalam perkuliahan teori graf oleh dosen dan mahasiswa di STKIP PGRI Tulungagung. Penelitian ini merupakan penelitian dengan model ADDIE yang terdiri dari analisis, perancangan, pengembangan, implementasi, dan evaluasi. Metode pengumpulan data menggunakan kuesioner. Hasil validasi buku ajar teori graf menunjukkan bahwa ahli isi/materi menilai buku ajar berkualifikasi baik, ahli desain pembelajaran menilai buku ajar berkualifikasi baik, dan ahli media pembelajaran menilai buku ajar berkualifikasi baik. Rerata hasil uji pada kelompok kecil baik dosen maupun mahasiswa menunjukkan bahwa buku ajar yang dihasilkan berada pada kualifikasi baik. Hasil penelitian pengembangan adalah buku ajar kompilasi teori graf berkualifikasi baik, layak, dan siap digunakan oleh dosen dan mahasiswa di STKIP PGRI Tulungagung. Kata kunci: buku ajar kompilasi, teori graf, model ADDIE.   ABSTRACT The background of this research is, during the Graph Theory lecture, the books used by students are textbooks on the market which have an unstructured contents and order. Special textbooks on graph theory are very rare, even if they are often included in the sub-chapter of discrete mathematics, so that lecturers often have difficulty compiling material that is in accordance with the syllabus and lesson plans. The unavailability of the graph theory book as learning sources has made the lack of students’ understanding the concept. The purpose of this study is to produce good quality and feasible text theory compilation textbooks in lectures on graph theory by lecturers and students at STKIP PGRI Tulungagung. This research is a development research. The development model used in this study is the ADDIE model, which includes five steps: analysis, design, development, implementation, and evaluation. Data is collected using questionnaire. The results of the validation of graph theory textbooks are content/material experts assess textbooks as well qualified, learning design experts assess textbooks as well qualified, and learning media experts assess textbooks as well qualified. The average test results in small groups both lecturers and students indicate that the textbook is in good qualification. Thus the development research stated that the textbook compilation of qualified graph theory is good, feasible, and ready to be used by lecturers and students at STKIP PGRI Tulungagung. Keywords: compilation textbook, graph theory, ADDIE model.


2019 ◽  
Vol 13 (2) ◽  
pp. 68-88
Author(s):  
Abdy Windiartha

This research is taken from the lack of basic futsal technique that makes players tend to be fatigue in training which is given by the coach. Therefore, the development about basic training media, such as adobe flash player is necessary in learning process. This research focuses on the development of media in learning by using adobe flash player.This study is research and development. The development model of this research is adapted from the development model of Borg & Gall. Borg & Gall's development research stages are: (1) research and data collection, (2) planning, (3) product draft development, (4) first field test, (5) revise test results, (6) field test, (7) result field product test improvement, (8) field test implementation, (9) final product improvement, also (10) dissemination and implementation.This product contains material on futsal basic engineering practice. Media development using Adobe Flash CS6 Professional software. The material presented is (1) basic futsal technique, (2) brief futsal, (3) futsal rules, also (4) field size, line, goal and futsal ball. Based on the stages adapted from the development model of Borg and Gall then obtained the following results: Assessment and validation of the material experts showed that the medium of learning both with a mean value of 3.87. Assessment and validation of media experts showed that the medium of learning both with the average value 4. The results of small group trials showed very good result that is average 4.42. The results of large group trials showed excellent results with a mean of 4.55. In operational test and product effectiveness, pre test and post test of 2 groups were applied. The first group was given media influence, and the second group as the control group. Operational test results pretest value 73.92 seconds into the category enough, and for the average post-test value of 58.25 seconds into the category enough. The effectiveness test shows that the interactive learning media has significant effectiveness with t count value > t table that is 123,922 > 1,70329 and p value (significance) 0.000 < 0,05 meaning that the media is effective. As the final conclusion stated that the product proved effective. For the posttest average value of 58.25 seconds into the category enough. As the final conclusion stated that this product proved effective.ABSTRAK Penelitian ini dilatarbelakangi oleh minimnya model latihan teknik dasar futsal, sehingga pemain cenderung jenuh dengan materi latihan teknik dasar yang diberikan pelatihnya. Oleh karena itu, perlu adanya pengembangan mengenai media latihan teknik dasar futsal yang tadinya bersifat konvensional menjadi media yang berbasis adobe flash player. Penelitian ini bertujuan menghasilkan produk berupa media pembelajaran interaktif berbasis adobe flash player. Konten dalam media ini berisikan pengembangan materi latihan teknik dasar futsal untuk pembina/pelatih ekstrakurikuler futsal di SMA/SMK sederajat di Kabupaten Banjarnegara.Jenis penelitian ini merupakan penelitian dan pengembangan (research and development). Model pengembangan dalam penelitian ini diadaptasi dari model pengembangan Borg & Gall. Adapun langkah-langkah penelitian pengembangan yang dilakukan Borg & Gall yakni: (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 akhir, serta (10) desiminasi dan implementasi.Produk ini memuat materi tentang latihan teknik dasar futsal. Pengembangan media menggunakan software Adobe Flash CS6 Professional. Materi yang disajikan adalah (1) latihan teknik dasar futsal, (2) sejarah singkat futsal, (3) peraturan futsal, serta (4) ukuran lapangan, garis, gawang, dan bola futsal. Berdasarkan tahapan-tahapan yang diadaptasi dari model pengembangan Borg and Gall maka didapatkan hasil sebagai berikut: Penilaian dan validasi ahli materi menunjukkan bahwa media pembelajaran baik dengan nilai rerata 3,87. Penilaian dan validasi ahli media menunjukkan bahwa media pembelajaran baik dengan nilai rerata 4. Hasil uji coba kelompok kecil menunjukkan hasil sangat baik yaitu rerata 4,42. Hasil uji coba kelompok besar menunjukkan hasil sangat baik dengan rerata 4,55. Pada uji operasional dan efektifitas produk, diberlakukan pre-test dan post-test terhadap 2 kelompok. Kelompok pertama yang diberikan pengaruh media, dan kelompok kedua sebagai kelompok kontrol. hasil uji coba operasional nilai pre-test 73,92 detik masuk ke dalam kategori cukup, dan untuk nilai rata-rata post-test 58,25 detik masuk ke dalam kategori cukup. Uji efektifitas menunjukan bahwa media pembelajaran interaktif memiliki keefektifan yang signifkan dengan nilai t hitung > t tabel yaitu 123,922 > 1,70329 dan nilai p (signifikansi) 0,000 < 0,05 yang berarti bahwa media tersebut efektif. Sebagai simpulan akhir dinyatakan bahwa produk terbukti efektif. untuk nilai rata-rata post-test 58,25 detik masuk ke dalam kategori cukup. Sebagai simpulan akhir dinyatakan bahwa produk ini terbukti efektif.


MaPan ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 242
Author(s):  
Sinta Dwi Lestari ◽  
Palupi Sri Wijayanti

This study aims to develop a digital module using Flip PDF Professional to facilitate students' mathematical communication skills through contextual problems. This research is Research & Development (R&D). The development model used is the ADDIE development model. The stages in the development model are analysis, design, development, implementation, and evaluation. The digital module was piloted to class VIII A MTs Al Ichsan students for the 2020/2021 academic year. The module was compiled to meet the valid, practical, and effective criteria. Based on the results of the study, it was obtained that (1) The digital module is declared “valid” with an average expert score of 88% with the “excellent” criteria. (2) The digital module is declared “practical” with an average score percentage of 90% with the “excellent” criteria. (3) The digital module is declared “effective” with an average score percentage of 88% with the “excellent” criteria. The analysis results of the effectiveness of the digital module to facilitate mathematical communication skills show that the average test results of students are more than the minimum completeness criteria. This module can be further developed by other researchers discussing different materials or made even more exciting and developed using other application assistance.


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