scholarly journals Pengembangan Instrumen Tes Untuk Mengukur Ketepatan Pukulan Ke Target Dalam Olahraga Softball

2020 ◽  
Vol 2 (1) ◽  
pp. 13-21
Author(s):  
Khairurraziqin Khairurraziqin ◽  
Abdul Haris Handoko

Softball was originally a branch of sports games played by nine players with different positions and abilities, softball in Indonesia has only been developing for several decades. This research aims to find out how the development of test instruments to measure the accuracy of punches to targets in softball sports. This research is a research and development (research and development), which means this research is a product-oriented research. The development of this test is carried out through stages: preliminary, developing, carrying out product development, product evaluation, and the final results in the form of a manual test of accuracy of punches to the target in softball sports. Data is collected through tests, questionnaires and interviews. The data is in the form of assessment results concerning product bags, suggestions for improvement, as well as other qualitative data. Quantitative data were analyzed with descriptive statistics. The suggestions obtained are used to revise the product. The results of the product quality assessment of the development of the accuracy of the hit to target test in softball are very decent with an average score of 4.7, and the average percentage score of 94%. The validity and reliability of the test obtained from the trial results is the validity of "0.448" reliability "0.697". Based on the results of the assessment, the product development test instrument to measure the accuracy of punches to the target in softball sports is feasible to be used as a test instrument to measure the accuracy of punches to the target in standard softball. Abstrak. Softball pada awalnya adalah merupakan cabang olahraga permainan yang dimainkan oleh Sembilan orang pemain dengan kedudukan dan kemampuan yang tidak sama, softball di Indonesia baru berkembang beberapa decade ini, Penelitian ini bertujuan untuk mengetahui bagaimana pengembangan instrument tes untuk mengukur ketepatan pukulan ke target dalam olahraga softball. Penelitian ini merupakan penelitian dan pengembangan (research and development), yang berarti penelitian ini merupakan penelitian yang berorientasi pada produk. Pengembangan tes ini dilakukan melalui tahapan: pendahuluan, melakukan pengembangan, melakukan pengembangan produk, evaluas iproduk, dan hasil akhir berupa buku pedoman tes ketepatan pukulan ke target dalam Olahraga softball, Data dikumpul kan melalui tes, kuesioner dan wawancara. Data berupa hasil penilaian mengenaikuali tas produk, saran untuk perbaikan, serta data kualitatif lainnya. Data kuantitatif dianalisis dengan statistic deskriptif. Saran-saran yang diperoleh digunakan untuk merevisi produk. Hasil penilaian kualitas produk pengembangan tes ketepatan pukulan ke target dalam olahraga softball ini sangat Layak dengan skor rerata 4,7, dan rerata persentase skor 94%. Validitas dan reliabiltas tes yang didapatkan dari hasil uji coba adalah validitas “0,448” reliabilitas “0,697”, Berdasarkan hasil penilaian tersebut, produk pengembangan instrument tes untuk mengukur ketepatan pukulan ke target dalam olahraga softball ini layak digunakan sebagai instrument tes untuk mengukur ketepatan pukulan ke target dalam olahraga softball yang baku.

2020 ◽  
Vol 5 (8) ◽  
pp. 1167
Author(s):  
Muhammad Fuadi ◽  
Blasius Boli Lasan ◽  
Arbin Janu Setiyowati

<p><strong>Abstract:</strong> The purpose of this research and development is to produce a culture based <em>Cangkruk'an</em> peer counseling training manual that can be used by peer counselors at school. Research and development uses the Borg and Gall 10 model and has been adjusted to the needs of researchers to 7 and uses quantitative analysis of the agreement of experts from the Grinelle model. First, preliminary studies, planning, making initial products in the form of manuals for peer counselors, validation expert tests, namely learning media experts, get an assessment percentage of 81% (very high) in terms of graphics, product content, and language. Second, two experts test Guidance and Counseling with an average percentage score of 73% (high) in terms of accuracy of usefulness and feasibility. Third, the validation of the <em>cangkruk'an</em> cultural experts got an average score of 92% (very high) in terms of accuracy and clarity. Fourth, the validation of the guidance and counsling Material expert is by five Counselor’s getting an average score of 64% accuracy (moderate). It can be concluded that all the results of the assessment from the validator of this guide product are in the Good category so they are suitable for use and continue to the next stage.</p><strong>Abstrak:</strong> Tujuan dari penelitian dan pengembangan ini adalah menghasilkan buku panduan pelatihan konseling sebaya berbasis budaya <em>cangkruk’an</em> yang nantinya dapat digunakan konselor sebaya di sekolah. Penelitian pengembangan ini menggunakan model Borg and Gall 10 tahap dan telah disesuaikan dengan kebutuhan peneliti menjadi tujuh tahap dan menggunakan analisis data verbal dan numerik tentang kesepakatan para ahli dari model Grinelle. <em>Pertama</em>, studi pendahuluan, perencanaan, pembuatan produk awal berupa buku panduan untuk konselor sebaya, uji ahli validasi yaitu ahli media pembelajaran mendapatkan persentase penilaian sebesar 81% (sangat tinggi) ditinjau dari segi kegrafisan, konten produk, dan kebahasaan. <em>Kedua</em>, dua orang uji ahli Bimbingan dan Konseling dengan skor persentase rata-rata 73% (tinggi) ditinjau dari ketepatan kegunaan dan kelayakan. <em>Ketiga</em>, validasi dari ahli budaya <em>cangkruk’an </em>mendapat skor rata-rata 92% (sangat tinggi) ditinjau dari ketepatan dan kejelasan. <em>Keempat</em>, validasi ahli materi BK yaitu oleh lima orang guru BK mendapatkan skor rata-rata ketepatan 64% (sedang). Dapat disimpulkan bahwa semua hasil penilaian dari validator produk panduan ini masuk pada kategori Baik sehingga layak digunakan dan dilanjutkan ke tahap berikutnya.


2021 ◽  
Vol 15 (2) ◽  
pp. 149-159
Author(s):  
Umarul Faruk

This study aims to improve the mastery of the concept of passing down volleyball for class IX-J students at MTsN 4 Jombang in the 2019/2020 school year. The subjects of this study were students of class IX-J MTsN 4 Jombang in the 2019/2020 school year. The design of this research is that this research is a classroom action research so that the research design used in this study is a design of classroom action research (CAR). The research instrument consisted of learning observation sheets and student test sheets. The data from this study were analyzed using the formula for the average percentage score of the results of the research instrument. The results of this study indicate that there is an increase in the average value of student learning outcomes from each research cycle, with details of the average score in the first cycle of (73.33%), the second cycle (86.66%), and the third cycle (96.66%). . The conclusion of this study is that the jigsaw learning model has the potential to improve the mastery of the concept of passing under volleyball for class IX-J MTsN 4 Jombang students in the 2019/2020 school year.


2019 ◽  
Vol 7 (2) ◽  
pp. 38-43
Author(s):  
KARIMATIN NURISA ◽  
MUHAMMAD ABDUL GHOFUR

Abstrak Pembelajaran di dalam kelas yang menciptakan suasana menyenangkan akan berdampak positif bagi siswa untuk menambah rasa ingin tahu, sebuah game edukasi berbasis yang diharapkan menciptakan suasana belajar yang menyenangkan dan hasil belajar yang di dapat dengan baik. Pada penelitian ini memiliki tujuan untuk melihat bagaimana meningkatkan hasil belajar dengan menggunakan media pembelajaran game edukasi berbasis android terhadap hasil belajar peserta didik kelas X SMA Negeri 1 Bangkalan. Penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D) dengan model ADDIE yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi). Desain Penelitian yang di pakai adalah One Group Pretest-Posttest Design Penelitian ini mengambil subjek peserta didik kelas X IPS untuk uji coba produk media pembelajaran game edukasi berbasis android. Hasil penelitian yang di dapat dari perolehan hasil validasi untuk mengetahui kelayakan media, hasil belajar dan respon siswa. Hasil dari penelitian ini menunjukkan bahwa validasi kelayakan media pada seluruh aspek memeroleh rata-rata presentase sebesar 100%. Hasil validasi evaluasi memeroleh skor rata-rata 76,06 %. Hasil respon siswa pada seluruh aspek memeroleh hasil rata-rata presentasen sebesar 97 %. Penelitian menunjukkan rata-rata pre-test 69,55 ; rata-rata post-test 83,7. Uji paired sampel t-test posttest menunjukkan sig. (2-tailed) ,000 (0,00) Hasil menunjukkan bahwa terdapat peningkatan antara pretest dan posttest < 0,05 yaitu 0,00 < 0,05. Berdasarkan hasil analisis uji paired sample t-test di atas, maka Ha diterima dan H0 ditolakHal ini menunjukkan bahwa media pembelajaran Game Edukasi berbasis android sangat layak digunakan. Kata Kunci: Game Edukasi berbais Android, Bank Sental, Hasil Belajar Abstract The Joyful Learning is expected to make students have more curiosity aboaut something, An educational-based game that is expected to create a fun learning atmosphere and learning outcomes that are obtained well. The purpose of this study is to see how to improve learning outcomes by using an Android-based educational game learning media on the learning outcomes of class X students of SMA 1 Bangkalan. This study uses research and development (R & D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research design used is One Group Pretest-Posttest Design This study took the subject of students of class X IPS to test educational media products based on Android games. The research results obtained from the results of validation to determine the feasibility of the media, learning outcomes and student responses. The results of this study indicate that the validation of media feasibility in all aspects obtained an average percentage of 100%. The evaluation validation results obtained an average score of 76.06%. The results of student responses in all aspects obtained an average percentage of 97%. Research shows an average pre-test of 69.55; post-test average 83.7. The paired test of the posttest t-test sample shows sig. (2-tailed), 000 (0,00) The results show that there is an increase between pretest and posttest < 0.05 which is 0.00 <0.05. Based on the results of the paired sample t-test analysis above, Ha is accepted and H0 is rejected. This shows that the Android-based Educational Game learning media is very feasible to use. Keywords: Android Based Educational Game, Central Bank, Learning Outcomes


2021 ◽  
Vol 3 (7) ◽  
pp. 519-532
Author(s):  
Ari Hakiim Putra ◽  
Ari Wibowo Kurniawan ◽  
Mu’arifin Mu’arifin

Abstract: This research and development aims to develop application learning media about variations of volleyball games for the KKG PJOK Elementary Schools in Senduro District, Lumajang Regency. The method used is the Research and Development approach with a development research model with the steps (1) needs analysis, (2) doing product design (design), (3) product development (development), (4) implementation or (implementation), and (5) product evaluation (evaluation). The results of the whole product trial involved 22 teachers of KKG PJOK, Senduro District, Lumajang Regency. The results of the study showed the product was included in the very valid category with a percentage of 80.2 percent in small group trials with 8 activity participants and 80 percent in large group trials with 14 activity participants. So it is concluded that the product development of learning media variations of volleyball games based on the articulate storyline application has very valid criteria and is suitable for use in learning activities. Abstrak: Penelitian dan pengembangan ini bertujuan untuk mengembangkan media pembelajaran aplikasi tentang variasi permainan bola voli untuk KKG PJOK Sekolah Dasar di Kecamatan Senduro Kabupaten Lumajang. Metode yang digunakan yaitu pendekatan Research and Development dengan model penelitian pengembangan dengan langkah-langkah (1) Analisis kebutuhan (analysis), (2) melakukan desain produk (design), (3) pengembangan produk (development), (4) pelaksanaan atau (implementation), dan (5) evaluasi produk (evaluation). Hasil uji coba keseluruhan produk melibatkan 22 guru KKG PJOK Kecamatan Senduro Kabupaten Lumajang. Hasil dari penelitian menunjukan produk termasuk dalam kategori sangat valid dengan hasil persentase 80,2 persen pada uji coba kelompok kecil dengan jumlah 8 peserta kegiatan dan persentase 80 persen pada uji coba kelompok besar dengan jumlah 14 peserta kegiatan. Sehingga disimpulkan bahwa produk pengembangan media pembelajaran variasi permainan bola voli berbasis aplikasi articulate storyline memiliki kriteria sangat valid serta layak dipakai pada kegiatan pembelajaran.


2020 ◽  
Vol 11 (2) ◽  
Author(s):  
Muhammad Reyza Arief Taqwa ◽  
Endang Purwaningsih ◽  
Sulur Sulur

This article aims to describe the results of the development of a test instrument for problem solving abilities. Topics focused on Work and Energy. This article was the result of research and development (R&D) by adapting the 4D model. Define done by analyzing the needs that exist in Universitas Negeri Malang. The design phase was carried out by determining the question indicators that were in accordance with the CPMK course in Basic Physics I, the appropriate cognitive domain, determining the answer key, and scoring rubric. The develop phase was carried out in three steps, namely validation by experts, legibility testing, and empirical testing. The results of research and development obtained intrument tests of feasible problem solving abilities based on the results of (1) the validators state that the instruments in the category were very feasible; (2) the readability test respondents state that the instrument is very good; and (3) empirical tests related to validity and reliability with the results of all items are valid at a significance level of 0.05 and reliable with Cronbach's Alpha coefficient is 0.746.


Author(s):  
Mery Berlian ◽  
Rian Vebrianto ◽  
Musa Thahir

The objective of this research was to develop non-test instrument or questionnaire to measure the evaluation of the use of Webtoon among the students of Open University in Pekanbaru, Riau, Indonesia and to obtain the instrument’s validity and reliability. This research employed the Analysis, Design, Development, Implementation, Evaluation (ADDIE) instructional model. The data were collected using online questionnaire. There were 55 respondents participated in this research. The data collected were analyzed descriptively using SPSS program version 23.00 for windows. The result of the data analysis indicated that the instrument has the percentage of agreement result of 82.75% (valid) and Cronbach alpha with score 0.942 (reliable). The data proved that the instrument has very feasible. This result showed that this research and development produced Webtoon non-test instrument which is valid and reliable.


2021 ◽  
Vol 22 (3) ◽  
pp. 167-181
Author(s):  
Maria Erna ◽  
Irfandi Irfandi ◽  
Rasmiwetti Rasmiwetti

The implementation of learning media based on ICT (Information and Communication Technology) on chemistry was found to be very low. For this reason, ICT-based chemistry learning media which utilized autoplay application were developed in this research. The validated product of the learning media based by autoplay on chemistry can be implemented as a learning medium to improve students' communicative character. This research was designed by using the Plomp model in the form of Research and Development (R&D). Data of this research were collected by validation sheets, questionnaire responses (teachers and students), and communicative observation sheets with descriptive statistical analyses and independent sample t test. The validity results showed that the average percentage from media expert and material expert judgment were 88.25% and 91.69% with a category of valid. Moreover, the results of the response of teachers and students respectively obtained an average percentage score of 85% and 81% with a category of very interesting. Then, the results of the independent sample t test for 0,000 <0.05 indicated that there were significant differences in the communicative character of students before and after the use of learning media based on autoplay on chemistry with a percentage of 72.25%.


2019 ◽  
Vol 5 (1) ◽  
pp. 141-154
Author(s):  
Nisaul Jamilah

Using media in language teaching has various weaknesses in terms of design, material aspects, and in terms of language. Based on this, the problem of this research "How is the development, feasibility, response of students to the power point learning media ispring the presenter on vocabulary material?" The research aims to: develop power point learning media, ispring presenters in vocabulary material and knowing the feasibility, effectiveness, and response of students to the ispring presenter's power point learning media. This research was conducted using the Research and Development (R & D) method which adopted the development of Borg & Gall. Instruments for data collection using questionnaires and interviews. Based on the results of this study, it was found that the development of the powerpoint ispring presenter included three main points, design, material and language. The feasibility of the validation results of the media expert team obtained an average percentage of 84%. The results of the validation of the material expert team obtained an average percentage of 89%. And the results of the validation of the linguist team gained an average percentage of 92%. The response of students to the attractiveness of learning media based on small-scale trials obtained an average score of 86.5% with interpretation criteria "Very Interesting", and in large-scale trials obtained an average score of 95.7% with interpretation criteria "Very Interesting". While the average score of a teacher as users is 86% with "Very Worth" interpretation criteria. Abstrak Penggunaan media pembelajaran yang selama ini digunakan memiliki berbagai kelemahan dilihat dari segi desain, materi, dan bahasa. Berdasarkan hal tersebut, penulis merumuskan masalah “Bagaimana pengembangan, kelayakan, respon peserta didik terhadap media pembelajaran power point ispring presenter pada materi kosakata?”. Adapun penelitian ini bertujuan untuk: mengembangkan media pembelajaran power point ispring presenter pada materi kosakata dan mengetahui kelayakan, keefektifan serta respon peserta didik terhadap media pembelajaran power point ispring presenter. Penelitian ini dilakukan dengan metode Research and Development (R&D) yang mengadopsi pengembangan dari Borg & Gall. Instrumen pengumpulan data menggunakan angket dan wawancara. Berdasarkan hasil penelitian ini diperoleh bahwa, pengembangan power point ispring presenter mencakup tiga hal pokok, yaitu desain, materi dan bahasa.. Kelayakan hasil validasi tim ahli media memperoleh presentase rata-rata sebesar 84%. Hasil validasi tim ahli materi memperoleh presentase rata-rata sebesar 89%. Dan hasil validasi tim ahli bahasa memperoleh presentase rata-rata sebesar 92%. Respon peserta didik terhadap kemenarikan media pembelajaran berdasarkan uji coba skala kecil diperoleh skor rata-rata 86,5% dengan kriteria interprestasi “Sangat Menarik”, dan pada uji coba skala besar diperoleh skor rata-rata 95,7% dengan kriteria interprestasi “Sangat Menarik. Sedangkan skor rata-rata pendidik sebagai pengguna adalah 86% dengan kriteria interprestasi “Sangat Layak”. Kata Kunci: Media Pembelajaran, Power Point Ispring Presenter, Kosakata


2021 ◽  
Vol 25 (1) ◽  
Author(s):  
Khafidatur Rohmah ◽  
Endah Tri Priyatni ◽  
Heri Suwignyo

This study aims to develop self and peer assessment instruments to improve students' critical and appreciative abilities in learning drama appreciation. This research was conducted by following the ADDIE model development steps, namely needs analysis, product design, product development, product implementation, and product evaluation. There are two types of data in this study, namely qualitative data and quantitative data. Qualitative data is in the form of suggestions and comments from assessment experts, literature experts, and drama appreciation learning experts, as well as students, while quantitative data is in the form of scores obtained from assessment experts, literature experts, and drama appreciation learning experts, as well as students. Both data were obtained through questionnaire guidelines. The data obtained were then analyzed. For qualitative data analyzed using descriptive analysis techniques, while quantitative data using quantitative descriptive analysis techniques. From the analysis technique used, it is known that the product developed can increase students' critical appreciative abilities by getting an average percentage of 8.3% for the display aspect, 9.7% for the product content aspect, and 90.4% for the language aspect. The three averages were obtained from assessment experts, literary experts, and drama appreciation learning experts. When testing the product, students got an average score of 82.2% on the aspect of 'student impressions of the use of self and peer assessment in increasing students' critical appreciation skills in learning drama appreciation 'and 80.4% on the aspect of' practicality and ease of self and peer assessment for improve students 'appreciative critical abilities in drama appreciation learning'.


SOLID ◽  
2019 ◽  
Vol 9 (1) ◽  
Author(s):  
Dedy Febry Rachman ◽  
Restu Fahdiansyah

ABSTRACTThe purpose of this development research is expected to produce a product development package in the form of a learning model: 1). Learning device, 2). Assessment / evaluation guide to learning, 3). Guidelines for learning development, 4). Produce game- based learning models adopted from monopoly, 5). The development of the model is based on identifying the characteristics of students at the age that has reached the formal operational stage in terms of cognitive development, 6). The development of the model is based on the identification of learning objectives by considering the curriculum that has been implemented, namely the development of materials from the 2013 curriculum, 7). The learning model focuses on one material namely foreign eXIchange rates, and the same model cannot be applied to other subject matterAfter the product prototype was developed, the eXIpert validation test process, individual trials, small group tests and field tests were carried out. Based on the test results, the learning model is very valid, interesting, and effective can be applied in learning. This can be seen from the results of validation tests with the level of product feasibility of eXIperts content / material of 100%, validation of learning media eXIperts obtained an average score of 97.5%. Level of attractiveness of the product with an average percentage score of 89.76% entered the criteria very interesting. Effective products are used with an average percentage score of 79.66%.This product can also be used for a wider audience with adjustments, especially adjustments to the characteristics of students as users. Furthermore, the learning model that has been developed can be integrated with the use of information and communication technology.Keywords: Development, Learning Model, My Trip My Adventure


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