scholarly journals DEVELOPMENT OF INTERACTIVE MULTIMEDIA-BASED GYMNASTICS FLOOR TECHNIQUES LEARNING MODEL FOR JUNIOR HIGH SCHOOL STUDENTS

2017 ◽  
Vol 3 (2) ◽  
pp. 1-16
Author(s):  
Ari Wibowo Kurniawan ◽  
James Tangkudung

Based on preliminary observations conducted on teachers and students of SMP Negeri in Malang Regency: (1) students can not and do not like the material gymnastics floor, and tend to like the material of big ball game (92%); (2) students state that educators have never done teaching with media in the form of interactive multimedia, 100%; and (3) students agree when done an development of interactive multimedia media for learning basic technique of gymnastic floor 100%. The purpose of this research and development is to develop an effective model of basic techniques of floor gymnastics for junior high school students using interactive multimedia. In this study is using development research methods from Borg and Gall (1983: 775), and researchers did not use the whole but only using 7 steps. The 7 steps chosen by the researchers are as follows: (1) collecting information, (2) initial product design, (3) expert evaluation, (4) trial in phase I , (5) product revision (6) trials in phase II, (7) revisions and final products. Based on the result of data analysis of the evaluation of the learning expert is very valid, the evaluation of expert gymnastics is very valid, the evaluation of media expert is very valid. From the data analysis result of small group trial is valid enough (73,1% ), while large group trial is very valid (85,75%), thus it can be concluded that the development of interactive multimedia-based floor gymnastic basic technique for junior high school student can be used.. Keywords: Development, learning, gymnastics floor, interactive multimedia

2017 ◽  
Vol 3 (1) ◽  
pp. 100
Author(s):  
Ari Wibowo Kurniawan ◽  
James Tangkudung

Abstract Based on preliminary observations conducted on teachers and students of SMP Negeri in Malang Regency: (1) students can not and do not like the material gymnastics floor, and tend to like the material of big ball game (92%); (2) students state that educators have never done teaching with media in the form of interactive multimedia, 100%; and (3) students agree when done an development of interactive multimedia media for learning basic technique of gymnastic floor 100%. The purpose of this research and development is to develop an effective model of basic techniques of floor gymnastics for junior high school students using interactive multimedia. In this study is using development research methods from Borg and Gall (1983: 775), and researchers did not use the whole but only using 7 steps. The 7 steps chosen by the researchers are as follows: (1) collecting information, (2) initial product design, (3) expert evaluation, (4) trial in phase I , (5) product revision (6) trials in phase II, (7) revisions and final products. Based on the result of data analysis of the evaluation of the learning expert is very valid, the evaluation of expert gymnastics is very valid, the evaluation of media expert is very valid. From the data analysis result of small group trial is valid enough (73,1% ), while large group trial is very valid (85,75%), thus it can be concluded that the development of interactive multimedia-based floor gymnastic basic technique for junior high school student can be used. Keywords: development, learning, gymnastics floor, interactive multimedia


2017 ◽  
Vol 5 (1) ◽  
pp. 12
Author(s):  
Dedi Wahyu Prasetyo ◽  
Yustinus Sukarmin

Tujuan penelitian ini adalah menghasilkan model permainan untuk pembelajaran teknik dasar bola basket di sekolah menengah pertama. Pendekatan yang dilakukan dalam penelitian ini adalah penelitian dan pengembangan. Pengembangan produk model permainan untuk pembelajaran teknik dasar bola basket di sekolah menengah pertama dilakukan dalam tujuh tahapan, yaitu: (1) pengumpulan hasil riset dan informasi, (2) analisis terhadap produk yang akan dikembangkan, (3) mengembangkan produk awal, (4) validasi ahli, (5) uji coba skala kecil dan revisi, (6) uji coba skala besar dan revisi, dan (7) pembuatan produk final. Subjek penelitian ini adalah anak sekolah menengah pertama. Uji coba skala kecil dilakukan terhadap 25 siswa SMP N 4 Pandak. Uji coba skala besar dilakukan terhadap 56 siswa SMP N 1 Pandak dan SMP N 3 Pandak. Instrumen pengumpulan data yang digunakan yaitu: (1) pedoman wawancara, dan (2) pedoman observasi pembelajaran. Teknik analisis data yang dilakukan yaitu analisis deskriptif kuantitatif dan analisis deskriptif kualitatif. Hasil penelitian ini berupa model permainan untuk pembelajaran teknik dasar bola basket di sekolah menengah pertama yang berisikan sembilan permainan, yaitu: (1) Lempar Nama, (2) Lempar Target, (3) Lempar Gerak, (4) Fun Dribbling, (5) Target Dribbling, (6) Kejar Mengejar, (7) Tembak Tongkat, (8) Rintang Tali, dan (9) Happy Game. Dari hasil penilaian para ahli dan guru, dapat ditarik kesimpulan bahwa model permainan yang disusun sangat sesuai dengan karakteristik serta pertumbuhan dan perkembangan teknik dasar pada anak sekolah menengah pertama.Kata Kunci: permainan, teknik dasar, bola basket Developing Game Models for Basketball Basic Technique Learning in Junior High School AbstractThe research aims to create game models for basketball basic learning technique in Junior High School. The research approach used is Research and Development. The development of the game model products for basketball basic technique learning process in Junior High School was devided into seven steps: (1) collecting research result and information, (2) products development analysis, (3) primary product development, (4) expert validation, (5) small-scale testing and revision, (6) large-scale testing and revision, and (7) creating final product. The research subjects are Junior High School students. The small-scale testing involved 25 students of SMPN 4 Pandak.  The main field test involved 56 students of SMPN 1 Pandak and SMPN 3 Pandak. The data collecting instruments are: (1) interview and (2) learning observation. The data analysis techniques employed are descriptive quantitative and descriptive qualitative techniques. The research results are game models for basketball basic learning technique in Junior High School. There are nine game models: (1) Name Throw, (2) Target Throw, (3) Moving Throw, (4) Fun Dribbling, (5) Target Dribbling, (6) Tag Game, (7) Stick Shooting, (8) Rope Barricad, and (9) Happy Game. From the judgement result of the experts and teachers it can be concluded that the game models are very suitable for Junior High School students characteristics and also their growth and development on the basic techniques.Keywords: games, basic technique, basketball


2019 ◽  
Vol 3 (2) ◽  
pp. 155-168
Author(s):  
Rias Wulan Mustiani

EFFECTIVENESS OF COGNITIVE BEHAVIOR COUNSELING GROUP TO INCREASE THE POSITIVE SELF CONCEPT OF MIDDLE SCHOOL STUDENTS. This study aims to test the effectiveness of counseling cognitive behavior group to improve the positive self-concept of students in junior high. This research uses a pre-experimental pretest type posttest one-group design. The data analysis used is paired test of T-test, to see the change of positive self-concept level in the experimental group between pretest and posttest by looking at t-table price at degrees of freedom (dk), that is the magnitude is N-1, significant α = 0,05 (95%) then got t-table. = 1.782 assuming if t count> t-table then Ha “received.” The results of data analysis of the responses of respondents about positive self-concept show positive self-concept students before intervention is in the category of being, and there is still a low category of 13 respondents. As for after the treatment, based on the posttest results, indicate the criteria of self-concept positive students, no one is in a low category. From the test result using T-Test, it is proved that counseling group of cognitive behavior is effective to improve the positive self-concept of junior high school students, because the value of t count> t table (7.597> 1.782), then the hypothesis that the writer proposed in the form of alternative hypothesis (Ha) the effectiveness of counseling cognitive behavior group to improve the positive self-concept of junior high school students, Ha “accepted”.


2018 ◽  
Vol 23 (1) ◽  
pp. 52
Author(s):  
M Nova ◽  
Ni Nyoman Padmadewi ◽  
I Nyoman Pasek Hadisaputra

Kurikulum 2013 membutuhkan insersi pendidikan karakter dan integrasi teknologi. Penitian ini bertujuan untuk 1) mengidentifikasi karakteristik dari multimedia interaktif berbasis karakter, 2)menjelaskan proses perancangan multimedia interaktif berbasis karakter, 3) menjelaskan produk multimedia interaktif berbasis karakter, dan 4) menjelaskan kualitas multimedia interaktif berbasis karakter. Penelitian ini merupakan Penelitian dan Pengembangan yang menggunakan pendekatan metode campuran, sequential exploratory design, dan Four-D model.


2020 ◽  
Vol 16 (3) ◽  
Author(s):  
Gewinn Tiroma Mahdalena Sigalingging ◽  
Berlin Sibarani ◽  
Siti Aisah Ginting

ABSTRACTThe objectives of this study were the descriptive lexicogrammar and text structure written by   Junior High School students. This study was conducted by descriptive qualitative method. The source of the data was the descriptive text written by the students where they describe the pictures of cats and sunflower. The technique of data collection was observation. The technique of data analysis was Interactive Model by Miles and Huberman (2014).The findings show that the students used all the descriptive lexicogrammar, they are Tense, Verbs, Adjectives, Adverbs and Reference. The finding also show that all the students written descriptive text by applying all descriptive text structure components, they are Classification, Appearance, Behaviour, Attribute, and Location. The students of grade 7, 8, and 9 of Junior High School used five components of lexicogrammar on descriptive text, namely, Tense, Verb, Adjectives, Adverbs, and Reference, but,  the use of tense has not been used properly up to grade 9 because there is found that there are incorrect subject verb-agreement and incorrect choosing and using lexicogrammar. In term of text sructure, the students used five components of text structure, they are, Classification, Appearance, Behaviour, Attribute, and Location, but, the use of Classification have not yet been used correctly since there is still mistake related to place the classification on the text.Keywords: Lexicogrammar, Text Structure, Descriptive Text 


Author(s):  
Mediana Manalu And Bachtiar

This study concerned on improving students’ achievement in readaing comprehensionnarrative text through preview, question, read, reflect, recite, and review (PQ4R) technique.This study was limited on the second year junior high school students’ achievement inreading comprehension after teaching by applying preview,question, read, reflect, recite, andreview ( PQ4R).The objective of this study was to find out the improvement of students,achievement on reading comprehension through PQ4R technique.The subject of the studywas VIII-1 students of SMP N 4 Pagaran. The numbers of the students were 35. Thetechniques for data analysis were quantitative dataand qualitative data.In analyzing thequantitative data, the mean of the students’ score for the test I cycle I was 53.62, the meanscore of test II in cycle II was 73.28, the mean of test III in cycle II was 75.65. Theconclusion is that PQ4R can improve the students’ achievement in reading comprehensionnarrative text.


JIPSINDO ◽  
2021 ◽  
Vol 8 (1) ◽  
pp. 44-58
Author(s):  
Sumiyati Sumiyati

Tujuan penelitian untuk mengetahui (1) upaya meningkatkan keaktifan belajar dan hasil belajar peserta didik SMP dengan model pembelajaran kooperatif students team achievement division, (2) peningkatan keaktifan belajar dan hasil belajar peserta didik SMP dengan model pembelajaran tersebut. Penelitian dilakukan dengan menggunakan metode penelitian tindakan kelas, dengan subjek penelitian peserta didik kelas VII D SMP Negeri 14 Surakarta berjumlah 32 orang. Teknik pengumpulan data menggunakan observasi, tes, dan dokumentasi. Teknik analisis data yang digunakan teknik analisis data kualitatif model Miles & Huberman. Hasil penelitian menunjukkan bahwa: (1) model pembelajaran students teams achievement division dilakukan dengan langkah-langkah: pembagian kelompok, menentukan skor awal, pemaparan materi, mengerjakan kuis, menghitung skor individu dan kelompok, merekognisi prestasi kelompok; (2) model pembelajaran students teams achievement division mampu meningkatkan keaktifan belajar sebesar 15% dan hasil belajar IPS sebesar 8,0. Learning model of students team achievement division to improve the activeness and learning outcomes of IPS in students in junior high school The research objective was to find out (1) improvement learning activeness and outcomes of junior high school students with student team achievement division model, and (2) increasing learning activeness and outcomes of junior high school students by the model. The research conducted using classroom action research, with subject of students of class VII D SMP Negeri 14 Surakarta, totaling 32 people. Data collection techniques using observation, tests, and documentation. The technique of data analysis used qualitative data analysis technique of Miles & Huberman model. The results showed that: (1) the students teams achievement division learning model was carried out with the following steps: group division, determining initial scores, building groups, material exposure, group study, taking quizzes, calculating individual and group scores, recognizing group achievement, and returns quiz results with an emphasis on group discussion, and individual skills; (2) the student team achievement division learning model was able to increase learning activeness 15% and social studies learning outcomes 8.0.


2017 ◽  
Vol 1 (1) ◽  
Author(s):  
Chairatun Dyna ◽  
Rahmawati D ◽  
Mades Fifendy

Teaching media is helping equipment of teaching material, so the result can motivate the students, but the teachers generally dont use any interesting media, they still use the media that they get in the school like chart, torso, text book, and power point slide that all the medias dont use effective. The multimedia will be effective and interesting when they get correlation between user and interactive multimedia namely flash that completely by a quizmaker to the structure and function of plant network for junior high school students that valid and practice.This research used athree-stage development of 4-D models consisted of steps which were define, design, and development, while disseminate stage was not performed because of time constraints. Subjects of this study consisted of one lecturer of biology at FMIPA UNP, two teachers of SMPN 2 Padang Panjang, and 20 students of class VIII SMPN 2 Padang Panjang. Research data was primary data that obtained through validity and practicality questionnaire, then analyzed with descriptive analysis. Based on data analysis, it was obtained that validity value by validator was 97.99% (valid), practicality value by teachers was 88.74% (practical) and practicality value by students was 85.19% (practical). Based on this, we can conclude that flash interactive multimedia that equipped with quiz-maker that being produced in this research for material structure and function of plant tissue subject for junior high school students are valid and practical.


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