scholarly journals Pengembangan instrumen tes dribbling pada permainan futsal menggunakan teknologi mikrokontroler arduino

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.

2021 ◽  
Vol 2 (1) ◽  
pp. 10-26
Author(s):  
Akhmad Taufiq ◽  
Rahma Dewi

This study aims to develop a form of reaction speed training variation in the futsal game in 2021. The population in this study were all SKP Fc goalkeeper athletes, Amir Hamzah, and Bersama Fs. The form of the small group variation that has been made is validated by 3 experts, 1 futsal coach, 1 expert in sports, and 1 expert in language, where the percentage of validity is 58%-97% taken from the smallest to the largest percentage value of the overall results. The method used is the research and development (R&D) method. The form of the large group variation that has been made is validated by 3 experts, 1 futsal coach, 1 expert in sports, and 1 expert in language, where the percentage of validity is 86%-97% taken from the smallest to the largest percentage value of the overall results. The method used is the research and development (R&D) method. The results of the small group test involving 6 futsal goalkeeper athletes SKP Fc and Amir Hamzah showed that the 20 variations of the exercise had met the appropriate criteria. The percentage of validity of the questionnaire that has been distributed to the sample shows that 77%-96% is taken from the smallest to the largest percentage value of the overall results. The results of the large group test of 14 futsal goalkeeper athletes SKP Fc, Amir Hamzah, and Bersama Fs showed that the 20 variations of the exercise had met the criteria for use. The percentage of validity of the questionnaire that has been distributed to the sample shows that 84%-96% is taken from the smallest to the largest percentage value of the overall results. It can be concluded that the 20 models of exercise variations are good for increasing the ability and reaction speed of futsal goalkeepers and interesting exercises, because they are very important in training so that these exercises do not.


2021 ◽  
Vol 2 (2) ◽  
pp. 57-64
Author(s):  
Reky Wijayandaru Tarigan ◽  
Irwansyah Siregar

This study aims to determine the feasibility of the 2020 Electronic Football Goalkeeper Reaction Speed Training Tool. This research method is a type of Research and Development (R&D). The subjects of this research were taken from SSB Perstas, SSB Kwarta, and SSB Cakra. Development of the Electronic-Based Soccer Goalkeeper Reaction Training Tool for 2020 has been made and validated by 4 experts, namely Equipment, Electronics, Coach, and Sports. The results of the small group test involving 9 goalkeepers from SSB Perstas, SSB Patmi 50, and SSB Cakra, show that the goalkeeper reaction speed training tool meets the criteria to be continued in large group trials with a percentage of 84 - 100%. The results of the large group test involving 15 goalkeepers from SSB Perstas, SSB Patmi 50, SSB Cakra SSB Kwarta and SSB Gumarang, showed that the goalkeeper reaction speed training tool met the criteria to be continued into mass production with a percentage of 82-100%. It can be concluded that the development of a football goalkeeper reaction speed tool can be categorized as "very good" with the meaning "feasible” and usable.


KINESTETIK ◽  
2021 ◽  
Vol 5 (2) ◽  
pp. 335-345
Author(s):  
Puput Sekar Sari ◽  
Hartati Hartati ◽  
Meirizal Usra ◽  
Iyakrus Iyakrus ◽  
Destriana Destriana

This study aims to develop microcontroller-based punch speed measuring instrument for Karate Athletes. The research method used is research and development (research and development). The subjects in this study were karate athletes coaching FORKI (Indonesian Karate Sports Federation) Palembang City, which consisted of 30 senior athletes aged 17-25 years who were divided into two groups. Small group trials consist of 10 athletes and large group trials consist of 20 athletes. The technique of taking the research subject used a purpose sampling technique. The results showed that the development of a Microcontroller-Based Punch Speed Measurement Tool has a percentage level of validity of material test experts (karate) of 93%, the validity of media experts (Information Technology) is 2 people, 95% and 91%, respectively. exercise test and measurement experts by 97% so that the tool can be said to be feasible. The level of reliability in the small group trial was 0.994 with the High category. While the large group trial was 0.993 with a high category so that it was said that the level of reliability of the tool carried out in large group and small group trials had a high reliability category. Overall, this microcontroller-based punch speed measurement tool has been declared feasible to be used as a tool in calculating punch speed in meters/second (m/s) digitally. 993 with a high category so that it is said that the level of reliability of the tool carried out in large and small group trials has a high reliability category. Overall, this microcontroller-based punch speed measurement tool has been declared feasible to be used as a tool in calculating punch speed in meters/second (m/s) digitally. 993 with a high category so that the level of reliability of the tool carried out in large and small group trials has a high reliability category. Overall, this microcontroller-based punch speed measurement tool has been declared feasible to be used as a tool in calculating punch speed in meters/second (m/s) digitally.  


2021 ◽  
Vol 1 (2) ◽  
pp. 90-100
Author(s):  
Alfian Hidayat Purba ◽  
Mahmuddin

This study aims to determine the feasibility of variations in Attacing training with the 2020 Power Play futsal strategy. This research method is a type of research and development or Research and Development (R&D). The subjects of this study were taken from the Academy Bersama FS Medan, the Academy KQFC Medan and CP. Dasatama FC TebingTinggi. The small group trial involved 10 subjects at the Academy Club with FS Medan. The large group trial in this study involved 30 athletes from the club Academy KQFC Medan and CP. Dasatama FC TebingTinggi, This variation of Attacing training with the 2020 futsal Power Play strategy has been made and validated by 3 experts, namely, Expert Trainers, Sports Experts and Linguists. The results of the small group test involving 10 futsal athletes from the Academy with FS, 10 athletes from the Academy Bersama FS Medan, showed that the various forms of attacking exercises with the Power Play Strategy met the criteria to be continued in large group trials with a percentage of 70 - 100%. The results of the large group test involved 30 futsal athletes from the KQFC Medan Academy and CP. DasatamaTebingTinggi, 30 athletes from the Academy KQFC Medan and CP. DasatamaTebing is high, indicating that the various forms of attacking exercises with the Power Play Strategy fulfill the criteria to be continued in large group trials with a percentage of 90 - 100%. It can be concluded that the development of various Attacing exercises with the Power Play strategy can be categorized as "very good" with the meaning "feasible and usable. Because this is important in improving training and competition and can make it easier for coaches to do Attacing exercises with the Power Play strategy.


Author(s):  
Nurhasanah Nurhasanah ◽  
Arif Budi Wurianto ◽  
Bustanol Arifin

Abstract: This research aim to produce a form of media “KIJANK( comics Indonesia, Java, and Java Script)” that interesting to help student to read java script. This study uses the research of R & D (Research and Development) and the type of research is the development of research. As a source of data, selected 5th grade students of SDN Kedungrejo 1 2014/2015 school year, amounting to 10 students. And 5th grade students of MI Cemorokandang 2014/2015 school year, amounting to 40 students. This study was conducted in August 2014 in two phases, namely the study of small group and large group study. The results showed that the use of media KIJANK can assist students in learning to read Java script. This is evidenced by the results of validation of some experts such as, media expert validation by 84.6%, materials expert validation by 94%, and validation of expert fields of study by 98%. While a small group of trial results showed that 89% of learning to use the media KIJANK in learning the Java language has received a positive response from students and very valid, also feasible to use for learning. And the test results indicate that a large group 94.5% of learning to use the media KIJANK (Comic Indonesia Java and Java script) in learning the Java language is very feasible and valid to use as a learning medium. The results of this study, learning media KIJANK recommended to be used as a reference for the preparation of teaching and tutoring programs as well as develop other learning media that can support the learning process. Reading sklils of java letter, such as wingnyan (h), layar (/), cecek (=), and pangku (\) now is on the decline, so the need for efforts to increase through the use of instructional media. The result of needs analysis through questionnaires and observation showed that 60% of the 40 students are not able to read java letter, so they have difficulty when doing the exam. Abstrak: Kemampuan membaca huruf Jawa, seperti wignyan (h), layar ( /), cecek(=) , dan pangku (\) saat ini sudah mulai mengalami penurunan, sehingga perlu adanya upaya peningkatan melalui pemanfaatan media pembelajaran. Hasil analisis kebutuhan melalui penyebaran angket dan observasi menunjukkan bahwa 60% dari 40 siswa tidak mampu membaca huruf Jawa, sehingga mengalami kesulitan ketika mengerjakan soal ujian. Penelitian ini bertujuan untuk menghasilkan bentuk media “KIJANK (komik Indonesia, Jawa dan aksara Jawa)” yang menarik untuk membantu siswa membaca aksara Jawa. Penelitian ini menggunakan penelitian R&D (Research and Development) dan jenis penelitian yang dilakukan adalah penelitian pengembangan. Sebagai sumber data, dipilih siswa kelas 5 SDN Kedungrejo 1 tahun ajaran 2014/2015 yang berjumlah 10 siswa. Dan siswa kelas 5 MI Cemorokandang tahun ajaran 2014/2015 yang berjumlah 40 siswa. Penelitian ini dilakukan pada bulan Agustus 2014 dalam dua tahap, yaitu penelitian kelompok kecil dan penelitian kelompok besar. Hasil penelitian menunjukkan bahwa penggunaan media KIJANK dapat membantu siswa dalam belajar membaca aksara Jawa. Hal ini dibuktikan oleh hasil validasi beberapa ahli antara lain, validasi ahli media  sebesar 84.6%, validasi ahli materi sebesar  94%, dan validasi ahli bidang studi sebesar 98%. Sementara hasil uji coba kelompok kecil menunjukkan bahwa 89% pembelajaran menggunakan media KIJANK dalam pembelajaran bahasa Jawa ternyata mendapat respon positif dari siswa dan sangat valid serta layak digunakan untuk pembelajaran. Dan hasil uji coba kelompok besar menunjukkan bahwa 94.5% pembelajaran menggunakan media KIJANK (Komik Indonesia Jawa dan Aksara Jawa) dalam pembelajaran bahasa Jawa sangat layak dan valid digunakan sebagai media pembelajaran. Hasil penelitian ini, media pembelajaran KIJANK disarankan untuk dipergunakan sebagai acuan penyusunan program pengajaran dan bimbingan belajar serta mengembangkan media pembelajaran lain yang dapat mendukung proses pembelajaran. Kata Kunci : maningkatkan, membaca, huruf Jawa, KIJANK


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.


Author(s):  
Agung Achmadi Lumban Tobing ◽  
Sanusi Hasibuan ◽  
M. Irfan ◽  
Indrakasih Indrakasih

The main objective of this research is developing a medium for assisting passing over as a volleyball learning media. This research was conducted at FIK State University of Medan in 2021. Research at FIK UNIMED Medan will be carried out from February 9 to March 4, 2021. The type of research used is research and development, a small trial sample of 6 students and a large trial of 10 students as well as media, sports and language experts. In small group trialsvalidated by 3 experts, where the percentage of validity reaches 82% - 94.11% with valid criteria can be used. In large group trials the percentage of validity reaches 90% - 98.88%with valid criteria can be used.The small group trial sample of 6 PKO FIK UNIMED students reached 80% with valid criteria, and the large group trial sample of 10 PKO FIK UNIMED students reached 88% with valid criteria. From the test of the effectiveness and efficiency of the passing over aids with learning media experts, it reached 98.18% with valid criteria for use and sports experts reached 96.36% with valid criteria for use. On the basis of the data obtained, the development of the passing-over aids media product is deemed feasible to be developed as one of the learning media aids in volleyball game material.


LOKABASA ◽  
2018 ◽  
Vol 8 (2) ◽  
pp. 223
Author(s):  
Siti Mulyani ◽  
Endang Nurhayati ◽  
Avi Meilawati

Penelitian ini bertujuan untuk mengembangkan draf alat ukur kesantunan berbahasa Jawa dalam situasi bersemuka formal. Penelitian ini mempergunakan pendekatan research and development (R & D) berupa alat ukur kesantunan berbahasa Jawa sesuai dengan jenis tindak tuturnya. Subjek penelitian di tahun pertama ini meliputi para pendidik bahasa Jawa baik di tataran SLTP maupun tataran SLTA, maupun di perguruan tinggi yang diprediksi telah mempergunakan bahasa Jawa sebagai alat komunikasi secara santun. Lokasi penelitian adalah Yogyakarta.Pengumpulan data dilakukan dilakukan dengan survey-angket, observasi, dan dokumentasi. Analisis data dilakukan dengan teknik deskriptif kualitatif dan kuantitatif. Analisis  kualitatif diperguakan untuk mendeskripsikan jenis tindak tutur berbahasa Jawa dan aspek dalam alat ukur kesantunan tindak tuturnya, kuantitatif untuk mengetahuai skala kesantunannya. Berdasarkan jenisnya  tindak tuturnya yang terdapat dalam proses komunikasi bersemuka berbahasa Jawa pada proses pembelajaran dapat dibedakan menjadi lima jenis tidak tutur, yaitu: tindak tutur asertif, ekspresif, direktif, deklaratif dan komisif. Tindak tutur komisif merupakan tindak tutur yang tidak produktif. Suatu tuturan dapat dikategorikan menjadi suatu tuturan yang sangat santun, tuturan yang santun, agak santun, kurang santun , atau tuturan yang sangat tidak santun. Tingkat kesopanan suatu tuturan ditentukan oleh berbagai faktor yaitu mengandung maksim kesantunan atau tidak, sesuai tidak dengan tingkat tutur, ada tidaknya kinesik yang sesuai, nada suara yang sesuai, siap diri, tujuan dari pembicaraan, kesesuaian denga konteks, ada tidaknya sapaan, serta ada tidaknya penanda kesantunan.Abstract This study aims to develop a draft of Javanese politeness tools in a formal situation. This research uses research and development approach (R & D) in the form of measuring tools politeness of Javanese in accordance with the type of speech acts. Research subjects in this first year include the Javanese language educators both in junior high and high school level, as well as in universities that are predicted to have used the Java language as a means of polite communication. The research location is Yogyakarta. Data collection is done by survey-questionnaire, observation, and documentation. Data analysis was done by qualitative and quantitative descriptive technique. Qualitative analysis is used to describe the type of speech acts in Javanese language and aspects in the measuring tool of politeness of speech acts, quantitative to know the scale of politeness. Based on the type of speech acts contained in the process of communication in the language of Javanese learning process can be divided into five types of speechless, namely: assertive speech acts, expressive, directive, declarative and commissive. Commissive speech acts are unproductive speech acts. A speech can be categorized into a very polite speech, polite, somewhat polite, or polite speech. The level of decency of a speech is determined by various factors that contain the maxim of politeness or not, in accordance with not the level of speech, the presence or absence of the appropriate kinesik, the tone of the appropriate voice, ready yourself, the purpose of the conversation, conformity with the context, whether there is a greeting, markers of politeness.


2019 ◽  
Vol 4 (9) ◽  
pp. 1177
Author(s):  
Ian Rizky Maulana ◽  
Sapto Adi ◽  
Eko Hariyanto

<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><p class="Abstrak"><strong>Abstract:</strong> The purpose of this research and development is to produce a physical education learning product for large ball material for 7th grade junior high school. The development of physical education for large ball material for 7th grade junior high school researchers used a multimedia development model developed by Lee &amp; Owen. The results of the study on the validation of physical education learning experts obtained a percentage of 76.12% is quite valid, quite effective, quite complete, can be used but need minor improvements. The results of the research on material expert validation obtained a percentage of 94.70% very valid. While the overall average of media expert validation obtained a percentage of 94.38% is very valid. For small group trials conducted by distributing questionnaires to 20 students of Lumajang Middle School 5. The results of small group trials found that the average percentage of 94.63% was very valid. The large group trial was conducted by distributing questionnaires to 90 students of SMP Negeri 1 Lumajang, SMP 1 Sukodono and SMP Negeri 5 Lumajang. The results of a large group trial found that the average percentage of 90.02% was very valid. Overall, the research and development products are very valid and can be used as learning media.</p><p class="Abstrak"><strong>Abstrak:</strong> Tujuan penelitian dan pengembangan ini adalah untuk menghasilkan sebuah produk pembelajaran Pendidikan Jasmani materi bola besar untuk SMP kelas VII. Pengembangan pembelajaran Pendidikan Jasmani materi bola besar untuk SMP kelas VII, peneliti menggunakan model pengembangan multimedia yang dikembangkan oleh Lee &amp; Owen. Hasil penelitian pada validasi ahli pembelajaran Pendidikan Jasmani diperoleh persentase 76,12% cukup valid, cukup efektif, cukup tuntas, dapat digunakan namun perlu perbaikan kecil. Hasil dari penelitian pada validasi ahli materi diperoleh persentase 94,70% sangat valid. Rata-rata keseluruhan dari validasi ahli media diperoleh persentase 94,38% sangat valid. Uji coba kelompok kecil dilakukan dengan penyebaran kuesioner kepada 20 siswa SMP Negeri 5 Lumajang. Hasil dari uji coba kelompok kecil didapat persentase rata-rata sebesar 94,63% sangat valid. Uji coba kelompok besar dilakukan dengan penyebaran kuesioner kepada 90 siswa SMP Negeri 1 Lumajang, SMP Negeri 1 Sukodono dan SMP Negeri 5 Lumajang. Hasil dari uji coba kelompok besar didapat persentase rata-rata sebesar 90,02% sangat valid. Secara keseluruhan, produk penelitian dan pengembangan ini sangat valid dan dapat digunakan sebagai media pembelajaran.<strong></strong></p></td></tr></tbody></table></div>


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.


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