scholarly journals PENGEMBANGAN VARIASI LATIHAN TENDANGAN MAWASHI GERI JODAN PADA ATLET KARATE KATEGORI KUMITE

2020 ◽  
Vol 5 (2) ◽  
pp. 80-90
Author(s):  
Yoki Afriandy Rangkuti ◽  
Nona Novita ◽  
Eko Purnomo ◽  
Rizkei Kurniawan

Mawashi Geri Jodan kick is one of the kicks that is often taken when competing with a score of 3 points (ipon). Mawashi Geri Jodan has a side-to-top kick towards the head from the side, how to do a mawashi geri jodan kick by lifting his straight leg up and aimed at the side target of the head. When practicing the Mawashi Geri kick, the athlete feels bored and lacks enthusiasm due to the lack of variation in the training provided by the coach. The purpose of this study was to determine the effectiveness of the variation of Geri Jodan's mawashi kick training and to determine the accuracy of the kicks in the training variations developed for kumite athletes. The method used in this research is the research and development method or Research and Development (R&D) by conducting trials in small groups and large group trials. The development of this variation of the mawashi geri jodan kick training exercise has been effective because the products offered have passed the product validation stage carried out by experts and phase I product trials have been carried out with an average value of 65.47% in the "Eligible" category. II with an average score of 85% in the "Very Appropriate" category. The accuracy of the kick training variations of the mawashi geri jodan kick in the small group trial was in the "Fair" and "Good" categories. And in the large group trial it fell into the "Good" and "Very Good" categories.

2021 ◽  
Vol 3 (10) ◽  
pp. 790-799
Author(s):  
Adz Dzaria Nisa Solecha ◽  
Ari Wibowo Kurniawan

Abstract: This research and development aims to develop learning tools for jujitsu newaza techniques based on articulate storylines in the form of an application used for learning media for newaza jujitsu for PBJI athletes and coaches in Blitar Regency and also useful as a reference and development for further research. The development method used in this research is the Research and Development (R&D) method or development research. The small group trial subjects involved 9 PBJI athletes in Blitar Regency and the large group trial subjects involved 13 PBJI athletes in Blitar Regency. The results of the analysis of the experts who have done the validity, the percentage of the evaluation of coaching experts is 91 percent which means very valid, the results of the evaluation of media experts are 96 percent which means very valid, the results of the evaluation of the jujitsu experts are 77 percent which means very valid, the results of the group trial small obtained 82 percent which means very valid, the results of large group trials obtained 90 percent which means very valid. Based on the analysis of these data, it can be concluded that the development product of learning media jujitsu newaza (fights below) based on the articulate storyline application can be said to be "suitable for use" for the newaza learning media for PBJI Blitar Regency. It is recommended that in learning jujitsu, the newaza technique based on the articulate storyline is only used in the newaza material before learning newaza in the core activities of learning newaza. Abstrak: Penelitian dan pengembangan ini bertujuan untuk mengembangkan perangkat pembelajaran Teknik jujitsu newaza yang berbasis articulate storyline yang berupa sebuah aplikasi yang digunakan untuk media pembelajaran jujitsu newaza, memberikan kemudahan belajar secara visualisasi bagi atlet dan memberikan akses yang mudah terhadap materi newaza untuk atlet dan pelatih PBJI Kabupaten Blitar dan juga bermanfaat menjadi rujukan dan pengembangan untuk penelitian selanjutnya. Metode pengembangan yang digunakan dalam penelitian ini adalah metode Research and Development (R&D) atau penelitian pengembangan. Subjek uji coba kelompok kecil melibatkan 9 atlet PBJI Kabupaten Blitar dan subjek uji coba kelompok besar melibatkan 13 atlet PBJI Kabupaten Blitar. Hasil analisis dari para ahli yang sudah melakukan validitas maka diperoleh persentase evaluasi ahli kepelatihan 91 persen yang berarti sangat valid, hasil evaluasi ahli media diperoleh 96 persen yang berarti sangat valid, hasil evaluasi ahli jujitsu diperoleh 77 persen yang berarti sangat valid, hasil uji coba kelompok kecil diperoleh 82 persen yang berarti sangat valid, hasil uji coba kelompok besar diperoleh 90 persen yang berarti sangat valid. Berdasarkan analisis data tersebut, maka dapat disimpulkan bahwa produk pengembangan media pembelajaran jujitsu newaza (perkelahian bawah) berbasis aplikasi articulate storyline dapat dikatakan “layak digunakan” untuk media pembelajaran newaza untuk PBJI Kabupaten Blitar. Disarankan dalam pembelajaran jujitsu teknik newaza berbasis articulate storyline ini hanya digunakan pada materi newaza sebelum melakukan pembelajaran newaza pada kegiatan inti pembelajaran newaza.


Author(s):  
Mohammad Archi Maulyda ◽  
Umar Umar ◽  
Vivi Rachmatul Hidayati

The success of the teacher in creating an interesting learning atmosphere and can foster a positive attitude of students in participating in this learning is strongly influenced by several factors, one of which is the use of interesting learning media. The purpose of this research is to produce Snakes and Ladders Game Learning Media on the Circle material for grade VI students of SDN 26 Ampenan which is suitable for use based on the assessment of Material Experts, Media Experts, and Students, as well as improving student learning outcomes. Snakes and Ladders Game Learning Media was developed using research and development or Research and Development (R&D) with the ADDIE development model. At the Development stage, the media developed was assessed for feasibility by 2 Material Experts (lecturers and teachers), 1 Media Expert, 5 Small Group Trial Students, and 25 Large Group Trial Students. Data collection techniques in this development research are through questionnaires and tests. The data obtained from the questionnaire were analyzed descriptively qualitatively and quantitatively. The results of the media assessment based on the Material Experts obtained an average score of 3.6 included in the "Very Eligible" criteria, the Media Experts obtained an average score of 3.1 included in the "Eligible" criteria, and Small Group Trial Students obtained an average score 3.5 is included in the "Very Eligible" criteria, and the Large Group Trial of Students obtained an average score of 3.4 is included in the "Eligible" criteria. Student learning outcomes after using the Snakes and Ladders Game Learning Media that has been developed have increased by 56%. It is concluded that the Snakes and Ladders Game Learning Media is acceptable, feasible and effective to be used as a learning medium.


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.


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>


2021 ◽  
Vol 15 (2) ◽  
pp. 130-144
Author(s):  
Jenri Ambarita ◽  
Ester Yuniati

This research aims to develop an interactive blog based on digital literacy as a campaign medium for religious moderation of millennial generation. This research is a Research and Development (RnD) ADDIE model with the stages of Analysis, Design, Development, Implementation and Evaluation. The validation or due diligence of interactive blog is carried out by media experts, material experts, and practitioners. The interactive blog trial was carried out in two stages: a small group trial consisting of 10 Early Childhood Christian Education students and a large group trial involving 55 Christian Religious Education students. For the blog feasibility assessment, media experts gave an average score of 4.5 which lies in Very Good category and material experts gave 4.00 which is included to the Good category as well. At the small group trial stage, the average value was 4.15 and the large group trial was 4.14, both in Good category. Thus, it can be concluded that interactive blog is quite feasible to be used as a medium for religious moderation campaigns based on digital literacy of millennials.Keywords: interactive blog; digital literacy; religious moderation; millennial generation


2020 ◽  
Vol 4 (2) ◽  
pp. 31
Author(s):  
Syahrul Yanuar Ramadhan ◽  
Ari Wibowo Kurniawan ◽  
Dona Sandy Yudasmara ◽  
Mu'arifin Muarifin ◽  
Febrita Paulina Heynoek ◽  
...  

Tujuan penelitian pengembangan ini adalah mengembangkan dan menguji kelayakan produk perangkat pembelajaran berbasis model pembelajaran Project Based Learning dalam pembelajaran pendidikan jasmani, kesehatan dan rekreasi materi sepakbola di Sekolah Dasar Kabupaten Pasuruan. Dalam penelitian ini menggunakan metode Research and Development (R&D). Pengumpulan data menggunakan instrumen angket/kuesioner. Subjek uji coba kelompok kecil berjumlah 6 guru PJOK dan uji coba kelompok besar berjumlah 8 guru PJOK. Berdasarkan hasil  analisis data menunujukkan uji coba kelompok kecil dengan tingkat kelayakan 84%, uji coba kelompok besar dengan tingkat kelayakan 88%. Hasil dari penelitian dapat disimpulankan bahwa produk pengembangan perangkat pembelajaran layak digunakan. Abstract____________________________________________________________ The purpose of this development research is to develop and test the feasibility of learning products based on the Project Based Learning learning model in physical education, sports and health learning soccer motion material in Pasuruan Regency Elementary School. In this study using the method of Research and Development (R&D). Data collection using a questionnaire / questionnaire. Small group trial subjects were 6 PJOK teachers and large group trials were 8 PJOK teachers. Based on the results of data analysis, it shows a small group trial with a feasibility level of 84%, a large group trial with a feasibility level of 88%. The results of the study can be concluded that the product development of learning devices is feasible to use.


2019 ◽  
Vol 7 (1) ◽  
pp. 58
Author(s):  
Syilvia Novriany ◽  
Nurhayati Nurhayati ◽  
Mulyadi Eko Purnomo

<p><em>This study aims to produce Student Worksheets with the title Appreciation Novel Based on Character Education. This research and development method modifies and collaborates the theories of the development of Gall, Gall, and Borg and the theory of development of Tessmer. Student Worksheets produced in this study through validation tests by three experts covering aspects of feasibility: material, language, presentation, and graphics. Based on the validation of the three experts, the conclusion is that the Student Worksheet is valid and worthy of being tested with revisions according to the comments and suggestions of experts. Then the Student Worksheets are tested one-to-one and small groups which result that the Student Worksheet is practical to use. The field trials were conducted through pretest and posttest, the average value of the students'novel appreciation increased from 57.07 to 82.80 (difference 25.74). Thus, the Student Worksheet Appreciation of Novel Based on Character Education is effective in improving the ability of students to appreciate the novels they read.</em></p>


2021 ◽  
Vol 2 (1) ◽  
pp. 79-91
Author(s):  
Dita Primashanti Koesmadi ◽  
Arwendis Wijayanti ◽  
Elisa Rahayu

Development of Zliqubo Media (Quiet Book Puzzle) to Improve Visual Spatial Intelligence of Group B Kindergarten Children in Kwadungan District, Ngawi Regency. This study aims to: 1) Describe the effectiveness of Zliqubo (Puzzle Quiet Book) to improve the visual spatial intelligence of kindergarten children in group B in Kwadungan District, Ngawi Regency. 2) Describe the efficiency of Zliqubo (Quiet Book Puzzle) to improve the spatial visual intelligence of Group B Kindergarten children in Kwadungan District, Ngawi Regency. 3) Describe the attractiveness of Zliqubo (Puzzle Quiet Book) to improve the visual spatial intelligence of Group B Kindergarten children in Kwadungan District, Ngawi Regency. The research used was Borg & Gall Research and Development. The steps taken include analysis of potential and problems, data collection, product design, product validation, design revisions, product trials, product revisions. The product was tested on students through two stages of validation testing, namely a small group trial of 5 children and a large group trial of 15 children. The subject of the trial was the children of group B Kindergarten Dharma Wanita Dinden which consisted of a small group trial of 5 students and a large group trial of 13 students. Product viability is based on the results of the assessment of material experts, media experts and learning design experts. Data collection techniques using observation, interviews, and documentation. Data analysis in the form of quantitative descriptive. The results showed that the Zliqubo (Puzzle Quiet Book) which had been developed through a series of trials and expert validation was declared feasible. This is supported by expert material assessment with an average score of 3.42 included in the feasible category, assessment of experts with an average score of 3.7 including the feasible category, learning design expert assessment with an average score of 3.3 including eligible category. product trials get a percentage score (1) 100% of children can do activity I; (2) 93.75% of children can do activity II; (3) 87.5% of children can do activity III; (4) 89.7% of children easily carry out activities; (5) 94.86% of children are safe in playing activities with Zliqubo (Quiet Book Puzzle); (6) 92.30% of children feel happy when playing with Zliqubo (Puzzle Quiet Book). Based on the results of the research that has been done, it can be concluded that the Zliqubo (Puzzle Quiet Book) for the learning of Group B Kindergarten students in Kwadungan Subdistrict, Ngawi Regency is feasible to use.


2018 ◽  
Vol 1 (2) ◽  
pp. 149
Author(s):  
Dita Andini ◽  
Nanang Supriadi

This study aims to develop animation media using Macromedia flash based on the conceptual understanding of the subject of rectangle and rectangle. The research and development method used is 4D model proposed by Thiagarajan consisting of 4 stages, namely: (1) define; (2) design; (3) develop and (4) disseminate. Researchers use data collection techniques is a questionnaire in the form of Likert scale for the response of learners. The result of the research is the animation media using Macromedia flash based on the concept of the subject of rectangular and rectangle that is suitable for learning media. The feasibility of learning media obtained from the validation of material experts with an average score of 3.40 is categorized valid and validation of media experts with an average score of 3.32 are categorized as valid. Student response to learning media obtained in small group test is very interesting with an average score of 3.64. In the large group, test obtained criteria attractiveness is very interesting with an average score of 3.47.


Sign in / Sign up

Export Citation Format

Share Document