scholarly journals UPAYA MENINGKATKAN AKURASI SHOOTING 3POINT DENGAN MENGGUNAKAN MEDIA J-GLOVE PADA TIM PUTRA BOLA BASKET UNIVERSITAS NEGERI JAKARTA

2019 ◽  
Vol 3 (2) ◽  
pp. 148-153
Author(s):  
Muhammad Fajar Ramadhan ◽  
Iman Sulaiman ◽  
Tirto Apriyanto

ABSTRAK   Peneli tian ini bertujuan untuk mengkaji peningkatan hasil shooting dengan menggunakan media J-Glove pada mahasiswa (atlet) yang tergabung dalam Tim Putra Bola Basket di Universitas Negeri Jakarta. Pengambilan data dilaksanakan di lapangan basket kampus B Universitas Negeri Jakarta pada tanggal 15 Mei sampai 28 Juni 2019. Metode penelitian yang digunakan dalam penelitian ini adalah Metode Eksperimen, yaitu dengan memberikan perlakuan (treatment) dalam latihan dengan menggunakan media J-Glove untuk meningkatkan akurasi 3 point shoot bola basket Tim Putra bola basket Universitas Negeri Jakarta. metode eksperimen. Desain penelitian menggunakan “one group pretest-postest design”. Populasi dalam penelitian ini adalah Tim Putra bola basket Universitas Negeri Jakarta, pengambilan sampel menggunakan Total sampling yang artinya semua anggota populasi dijadikan sampel karna terdiri dari 15  orang. Berdasarkan hasil tes awal dan tes akhir dari perlakuan hasil dari latihan 3 point shooting dengan menggunakan media J-Glove pada hasil 3 point shooting memperoleh nilai untuk 3 point shooting dengan tes akhir 3 point shooting dengan nilai rata-rata sebesar 8.1, nilai standar deviasi sebesar 5.61, nilai standar error perbedaan rata-rata sebesar 1.5, sedangkan untuk th (t hitung) sebesar 5.4 thitung dan ttabel (t tabel) sebesar 1,70113 ttabel. Dengan taraf signifikasi sebesar 5% .dengan demikian t hitung > t tabel yang berarti Ho ditolak, sehingga dapat disimpulkan bahwa latihan 3 point shooting  dengan menggunakan media J-Glove berpengaruh pada hasil akurasi 3 point shooting.    Kata Kunci : shooting 3 point, J-Glove, Basket   ABSTRACT   This study aims to examine the improvement in shooting results using the J-Glove media on students (athletes) who are members of the Putra Basket Basketball Team at Jakarta State University. Data retrieval was carried out on the basketball court campus B Jakarta State University on May 15 to June 28, 2019. The research method used in this study was the Experimental Method, namely by providing treatment in training using J-Glove media to improve accuracy 3 basketball shoot point Team Putra basketball at Jakarta State University. experimental method. The research design uses "one group pretest-postest design". The population in this study was the Putra Putra basketball team at the Jakarta State University, sampling using total sampling which means that all members of the population were sampled because they consisted of 15 people. Based on the results of the initial test and the final test of the treatment results of the 3 point shooting exercise using the media J-Glove on the results of 3 point shooting obtained a value for 3 point shooting with the final test 3 point shooting with an average value of 8.1, the standard deviation value of 5.61, the standard error value of the average difference is 1.5, while for th (t arithmetic) is 5.4 thitung and ttable (t table) is 1.70113 ttable. With a significance level of 5%. Thus t arithmetic> T table which means Ho is rejected, so it can be concluded that the 3 point shooting exercise using J-Glove media affects the accuracy of the 3 point shooting results.   Keyword : 3 Point shoot, J-Glove, Basket

2019 ◽  
Vol 7 (1) ◽  
pp. 25
Author(s):  
Sabaruddin Sabaruddin

Mathematical analytics Important, analytical skills When students are able to understand analysis in physics learning, students will be able to answer questions with questions that are different from the examples given by the teacher. The aim of studying the increased thinking of participants in cognitive taxonomy analysis in Newton's law materials was approved using problem solving learning models. Hypothesis testing is done by comparing the average value of the ability of the initial test (pre-test) and the average ability of the final test (post-test) of students. The process of testing the hypothesis will test the normality and homogeneity test as a requirement to use parametric statistics, namely by using the t-test. Based on the results of the study obtained a value of tcount (8.25) and ttable value at dk = 42 with a 95% confidence level obtained at 2.02. This shows that tcount> t table. So can it be concluded that the expansion of students' thinking analysis ideas on cognitive taxonomy in the legal material used uses problem solving learning models.


2018 ◽  
Vol 2 (2) ◽  
pp. 178-182
Author(s):  
Sutijo Joko Sudiro ◽  
Muchammad Farid ◽  
Eko Swistoro

ABSTRACT [Relationship between Groundwater Surface Depth with Salinity at the Coast of New Kungkai Beach and its Implementation on Discovery Learning Model]. The aims of this study were 1) to describe the relationship between groundwater surface depth with salinity in the coastal areas of new kungkai beach of Seluma, and 2) to determine the improvement of learning outcomes (cognitive) of high ability students, moderate and low by using discovery learning model on the concept of static fluid in class X computer and network engineering at SMK Negeri 3 Seluma. This research was a quasi experimental research with one groups pretest-posttest design. The results showed: 1) The relationship between depth with salinity has a value of 0.6478 with a significance level of 0.001 (<0.05); 2) Learning with discovery learning model can improve student learning outcomes on cognitive aspects (knowledge). Increased cognitive results can be seen from the average value of the initial test, the final test and the average value of gain in the class x Tkj is high-ability groups are at high criteria with a value of 0.75 gain in the group is in the criteria medium with the value of gain 0,52 and in the low group were in moderate criteria with a gain value of 0.44. There is a difference in learning outcomes between the high, medium and low groups. The difference is shown by Fcount > Ftable (4.04 > 3.35) with a significance level of 5%. Keywords: Groundwater surface depth; salinity; discovery learning model; SMKN 3 Seluma.


2019 ◽  
Vol 9 (2) ◽  
pp. 233-242
Author(s):  
Vivit Nurhikmah Havita ◽  
◽  
Sjaifuddin Sjaifuddin ◽  
Asep Saefullah ◽  
Lukman Nulhakim ◽  
...  

This study aims to determine the achievement and improvement of the abilities gained by students with project-based learning models (PjBL). The method used in this study is a pre-experimental method with research design one group pretest-posttest. This study uses one class. The population of this study was all students of class VII A with total of 36 students. The study instrument used was a test of creative thinking skills and non-test abilities consisting creativity, presentation and percentage, and the implementation of the learning model. The result of this study obtained by paired t-test showed that there is a possibility of using the PjBL model to the creative thinking skills with a significance value of 0.000. These results indicate that PjBL effects creative thinking skills. In addition, the improvement of creativity based on the test of creative thinking skills has a value of 0.56 (56%) with medium category, the average value of innovative products is 85.71% with outstanding classes, and the performance & percentage are 73 with good classes.


2020 ◽  
Vol 7 (1) ◽  
pp. 1-14
Author(s):  
Dennis Ariadinata S ◽  
Firmansyah Dlis ◽  
Johansyah Lubis

This study aims to produce a media-based attack training model for fencing martial arts. This research uses questionnaire instruments, questionnaires, and quantitative and qualitative data using the Research & Development (R & D) method from Borg and Gall. The stages in this study are (1) needs analysis, (2) product models in the form of prototypes, (3) developing product designs and stages of implementation, (4) expert expert tests, (5) revisions, (6) field tests broader (7) product revisions, (8) due diligence, (9) final products, (10) wide distribution. The effectiveness test through the initial test obtained an average value of 12.35 and the final test obtained an average value of 16.55, so it can be concluded that the media-based attack training model is effective in increasing the accuracy of fencing targets. Based on the results obtained from the model effectiveness test, it can be concluded that the development of media-based attack training models in the sport of fencing martial arts that have been applied has increased, as evidenced by the initial tests and final tests, there are significant differences and are declared feasible to use in fencing attack exercises. Abstrak Penelitian ini bertujuan untuk menghasilkan produk model latihan menyerang berbasis media pada olahraga beladiri anggar. Penelitian ini menggunakan instrument angket, kuisioner, dan data kuantitatif dan kualitatif menggunakan metode Research & Development (R&D) dari Borg and Gall. Tahapan-tahapan dalam penelitian ini adalah (1) analisis kebutuhan, (2) model produk berupa prototype, (3) mengembangkan desain produk dan tahapan-tahapan pelaksanaan, (4) uji pakar ahli, (5) revisi, (6) uji lapangan lebih luas (7) revisi produk, (8) uji kelayakan, (9) produk final, (10) penyebaran secara luas. Uji keefektifitas melalui tes awal memperoleh nilai rata-rata sebesar 12,35 dan tes akhir memperoleh nilai rata-rata 16,55 maka dapat diambil kesimpulan bahwa model latihan menyerang berbasis media efektif untuk meningkatkan ketepatan sasaran anggar. Berdasarkan hasil yang diperoleh dari uji efektifitas model maka dapat disimpulkan bahwa pengembangan modellatihan menyerang berbasis media pada olahraga beladiri anggar yang telah diterapkan mengalami peningkatan, dibuktikan dengan tes awaldan tes akhir, adanya perbedaan yang signifikan dan dinyatakan layak untuk digunakan pada latihan menyerang anggar. Kata Kunci: Menyerang, Anggar, Sasaran


2019 ◽  
Vol 9 (2) ◽  
pp. 70-77
Author(s):  
Imarsih Ninkeula ◽  
Y T Filindity ◽  
Y H Dulanlebit

Comparative study of learning media of mysterious card box with the media of snake ladder on the material of atomic structure to the result of study of class X student of SMA N 5 AMBON. The mysterious card learning media box is applied to the X class MIA1 and the ladder snake media in the X class of MIA3. From the results, the mysterious card learning media box can improve student learning outcomes, seen from the presentation of the achievement of the final test results obtained by the two classes, where the two classes have a presentation of different final result qualification ie qualification completed for class X-MIA1 which uses the mysterious card box learning medium is 100%, and no qualifying fails with an average rating of 85.68. But for the class X-MIA3 using the learning media of snake ladder with qualified thoroughly is 51.51% and qualification failed 48.49% with an average value of 72.95, therefore Mann Whitney test results using SPSS 20 obtained a significance value of 0.002 (> 0.05 ) thus H0 is rejected and H1 is received so it can be concluded that there are differences in student learning outcomes using the mysterious box learning media and learning media snake ladder


2018 ◽  
Vol 1 (1) ◽  
pp. 47-52
Author(s):  
Henri Henriyan Al Gadri

This study discusses about the ability of researchers and students in learning to make drama reviews with think talk write technique. The aim of this study is to get an overview of the ability of researcher in the planning and implementation of learning, the ability of students to review drama and the effectiveness of think talk write technique used in learning to make drama reviews. The method used in this study is a quasi-experimental method. The result of this study shows that the researcher is able to carry out learning to review drama with think talk write technique, which is proven by the value obtained at  3.68 with a percentage of 92.25%, students are able to make drama reviews with think talk writing techniques as evidenced by the average score of 4.2 and the average value of post-test 8.45 with a difference of 4.2, and think talk write techniques is effective to use in learning drama review based on the tcount test of (5.67) ttable of (2.04) at the significance level of 5% with a confidence level of 95% of the degree of freedom 19.


Author(s):  
Utari Nur Permadi ◽  
Asrul Huda

The purpose of  this research is to design and build a valid, practical and effective interactive learning media using Macromedia Flash 8  software. This type of research uses the IDI (Instructional Development Institute)model. The research and development step consists of three stages, namely define, develop, and evaluate. Three are 3 research instruments to collect data, namely the validation questionnaire, practicality questionnaire, and effectiveness test. The data analysis technique was performed using the Aiken’s V formula. The results of the design carried out produced an application that could be run on all computers/laptops of each student. Based on the results of research in Computer and Basic Network subjects class X TKJ Vocational High School 5 Padang declared valid with Aiken’s V coefficient value obtained an average value of 0,86 from media experts and 0,82 from material experts. The practicality of the media obtained a value of 85,67% from the teacher and 88% from students in the very practical category. The effectiveness test obtained students’ classical completeness of 86,2% and the average value of the gain score of 0,56 in the medium category. Based on the percentage of students’ classical completeness and the gain score, it can be concluded that this interactive learning media was declared effective. Keywords: Interactive Learning Media, Instructional Development Institute, Aiken’s V.


2020 ◽  
Vol 3 (1) ◽  
pp. 17-28
Author(s):  
Resti Pangestu ◽  
Farida ◽  
Siska Andriani

This research and development uses the ADDIE model which includes 5 steps namely analysis, design, development, implementation, and evaluation. The results of this study are android-based M-learning teaching materials assisted by Construct 2 on the subject matter of relations and functions. This teaching material gets an assessment in the valid category with an average value of 3.40 in the material experts and includes a valid category with a value of 3.54 in the media expert. In small-scale trials followed by 3C and 5D classes with 10 students each getting an average score of 3.47 with very interesting criteria. In the large-scale field trial which was attended by 30 students of 3E grade the average score of attractiveness was 3.57 and grade 5C with an average of 3.38 with very interesting criteria. Effect size test results in class 3E with 0.56 results and in class 5C of 0.57 with moderate criteria. Based on these results it can be concluded that the Android-based M-learning teaching material is assisted by construct 2 on the material of the relation and the function is feasible and effective to be used as a learning aid.


2018 ◽  
Vol 1 (2) ◽  
pp. 151
Author(s):  
Ulfie Fajri Febriawati ◽  
Suharsimi Arikunto

This study aims to develop Javanese learning media for Krama Language material to support speaking skills that can help teachers deliver the material. This research is a research and development (R&D) using the 4D (four-D) development model. This research was conducted on fifth-grade students at SD Negeri 2 Petir Bantul. The product trial subjects are six students, and the trial run is 18 students. This study used instruments in the form of questionnaires and oral tests. The analysis of this research is qualitative and quantitative analysis. The results of the study from expert validation got an average value of 88.76 (Very Good). Product trials were obtained from the responses of teachers and students with grades of 96.88 (Very Good) and 93.33 (Very Good). Students' oral test scores before using the media are 60 (good); then, after using get a value of 95 (Very Good) trial use of the response of teachers and students get a value of 96.63 (Very Good); and 96.97 (Very Good). The oral test of students before using the media is 48.89 (less); after using get a value of 86.11 (Very Good). Overall, data from all assessments of the quality and feasibility of Kramaic Scrabble media are included in the category of Very Good (SB).


2021 ◽  
Vol 6 (2) ◽  
pp. 104-119
Author(s):  
Tesa ayu Ningsih ◽  
Chery Julida ◽  
Rita Sari

The use of media is still limited to use in classroom learning, especially such as media pop up books because the work on this media is quite complicated. The purpose of this study was to find out the influence of pop up book media on speaking skills on the beautiful theme of togetherness of the proud sub-theme of being an Indonesian child in class IV MIS Al-Asriyah Langsa. The study used a quasi-experimental approach. From the analysis of data obtained the influence of pop up book media on the speaking skills of students speaking on the theme of the beautiful togetherness of the proud sub-theme of being an Indonesian child in class IV MIS Al-Asriyah Langsa. This is evidenced by the experimental grade practice average value of 14.9 with a standard deviation of 3.9 and a control class pretest average of 14.7 with a standard deviation of 4. After learning using pop up book media the average posttest class of the experiment increased to 18.35 with a standard deviation of 4.43. While learning in the control class without using learning media obtained a posttest value of 15.7 with a standard deviation of 4.1. From the results of the tcount test obtained a value of 8.36 and a ttable value of 2,042, it can be withdrawn from the influence of pop up book media on the speaking skills of MIS Al-Asriyah Kota Langsa students. rsquare was obtained by 0.546 or 54.6%. That means that the media pop up book has an influence on the speaking skills of students in class IV MIS Al-Asriyah Langsa with an influence rate of 54.6%.


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