scholarly journals Shorinji kempo basic technique training method based on local wisdom for beginners kenshi

2021 ◽  
Vol 6 (3) ◽  
pp. 421-432
Author(s):  
Carles Nyoman Wali ◽  
Widiyanto

The lack of training models and training creativity in creating traditional game-based training models for kenshi to improve the basic techniques of kempo becomes problems in this study. The purpose of this research is to produce a model of basic martial arts techniques of kempo through traditional games for kenshi beginners. This research is a research and development (R&D) research which was adapted into 8 steps in research: 1). Field news collection 2). Breakdown of the news that has been collected 3). Elaborating initial creation 4). Expert validation and revision 5). Small scale trial 6). Large-scale trial 7). Making the final product 8). Product effectiveness test. The small-scale trial subjects of 20 beginners kenshi were taken from 2 dojos, namely the Panjatan Junior High School dojo and the Amikom dojo. The large-scale test subjects totaling 45 beginners kenshi were taken from 3 dojos, namely Balong, Triharjo, and SD Gunung Kidul. The subjects in this study came from 5 dojos in Perkemi DIY. Data were collected through interviews, distributing questionnaires, field notes, evaluation, and assessment rubrics for beginner kenshi. The results of this study are in the form of training models for basic techniques of kempo martial arts through traditional games for beginner kenshi, and there are five training models: 1. gobak sodor, 2. yeye, 3. pahtil catfish, 4. zogdag, 5. stick dance. Based on the results of this study, it can be concluded that the traditional game-based kempo martial arts training model for kenshi beginners is feasible to use. The author's recommendation to other prospective researchers is to examine traditional games in an approach with other disciplines and use professional research subjects in other sports.

2013 ◽  
Vol 1 (1) ◽  
pp. 26-36
Author(s):  
Bayu Iswana ◽  
Siswantoyo Siswantoyo

Penelitian ini bertujuan untuk menghasilkan model latihan keterampilan gerak pencak silat anak usia 9-12 tahun. Penelitian pengembangan mengadaptasi langkah-langkah penelitian pengembangan dari Borg & Gall (1983, p.775), (1) pengumpulan informasi, (2) analisis hasil informasi, (3) pengembangan produk awal, (4) validasi ahli dan revisi tahap 1, (5) ujicoba skala kecil dan revisi, (6) ujicoba skala besar dan revisi tahap 2, (7) produk final. Uji coba skala kecil dilakukan terhadap anak Tapak Suci SD N 1 Padokan dan Tapak Suci SD Muhamadiyah Demangan. Uji coba skala besar dilakukan terhadap anak Pagar Nusa Sleman, Pagar Nusa Kota Yogyakarta yang berlatih di SD N Demangan, Persatuan Hati Bantul. Instrumen pengumpulan data, (1) wawancara, (2) skala nilai, (3) pedoman observasi model, (4) pedoman keefektifan model. Teknik analisis data yang digunakan yaitu analisis deskriptif kuantitatif dan diskriptif kualitatif. Isi dari hasil produk di dalamnya terdapat 6 model latihan, (1) kucing dan tikus, (2) bentengan, (3) gobak sodor, (4) jala ikan, (5) berburu burung, (7) elang dan anak ayam. Para ahli menyimpulkan bahwa di dalam model terdapat aspek kognitif, afektif dan psikomotor, sehingga model layak dan efektif untuk digunakan.  A TRAINING MODEL FOR PENCAK SILAT MOVEMENT SKILLS OF CHILDREN AGED 9-12 YEARSAbstract This study aims to produce a training model for pencak silat (self-defence) movement skills of children aged 9-12 years. This research and development (R & D) study was conducted by adapting the R & D steps by Borg & Gall (1983, p.775), i.e. (1) information collection, (2) information result analysis, (3) preliminary product development, (4) expert validation and stage 1 revision, (5) a small-scale tryout and a revision, (6) a large-scale tryout and stage 2 revision, and (7) final product. The small-scale tryout was conducted by involving participants of Tapak Suci SD N I Padokan and Tapak Suci SD Muhamadiyah Demangan. The large-scale tryout was conducted by involving participants of Pagar Nusa Sleman and Pagar Nusa Yogyakarta City carrying out training in SD N Demangan and Persatuan Hati Bantul. The data collecting instruments included (1) interviews, (2) a score scale, (3) a model observation guide, and (4) a model effectiveness guide. The data were anlyzed using the quantitative and qualitative descriptive techniques. The contents of the product consist of six training models, i.e. (1) kucing dan tikus, (2) bentengan, (3) gobak sodor, (4) jala ikan, (5) berburu burung  and (6) elang dan anak ayam. The experts conclude that in the model there are cognitive, affective, and psychomotor aspects so that it is appropriate and effective to use. Keywords: model, training, pencak silat, children aged 9 – 12 years


2021 ◽  
Vol 12 (01) ◽  
pp. 31-41
Author(s):  
Asep Setiawan

The purpose of this study to produce a variety of futsal dribbling training models with effective and tested media for Junior High Schools (SMP). The research method used in this research is the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model using five stages and the research subjects are three futsal extracurricular trainers in Junior High Schools (SMP). This research begins with a analysis, product planning, development, implementation and evaluation. The instruments used in this study included an assessment questionnaire for experts to test the validity of the variety of futsal dribbling training models with media tools and an assessment questionnaire to assess the effectiveness of the model by futsal extracurricular trainers in Junior High Schools (SMP). The data analysis technique used in this research is the percentage descriptive analysis technique. This study produces a variety of training models that meet the established criteria, are valid and effective. Research recommendations should be made before the dissemination of the futsal dribbling training model using the media as a tool for junior high schools (SMP) to be tried again to athletes / students to make it more effective and efficient.  


2021 ◽  
Vol 2 (2) ◽  
pp. 208-216
Author(s):  
Netto Rizki Aprilianto ◽  
Utvi Hinda Zhannisa ◽  
Asep Ardiyanto

Students feel less interested in learning volleyball. This is because the learning system during the pandemic is boring because it is only through books and worksheets. Therefore, this research is aimed at developing an android-based learning media, namely SMART VOLLY to assist teachers in implementing volleyball learning material. This research includes the type of research development or Research and Development. It is carried out in stages: looking for potential problems, collecting data, designing products, validating designs, improvingdesigns, testing products, and testing usage. The validation process was carried out on media experts, material experts, 2 teacher responses, testing on 15 small-scale students, and 32 large-scale students. The research subjects were students of class VII A of SMP Negeri 1 Ulujami. Data collection techniques were carried out using a questionnaire. Technical analysis of data with descriptive qualitative and quantitative descriptive percentages. The results of the study were obtained based on the validation results of a) media experts, the display aspect was 78% or very feasible, the programming aspect was 82% or very feasible; b) material expert, the quality aspect of the learning material is 93% or very feasible, the content aspect is 94% or very feasible; c) teacher response 94% or very decent; and d) student response 86.9% or very decent. Thus, it can be concluded that the SMART VOLLY android application is declared very suitable for use as a medium for learning volleyball material for seventh-grade junior high school students.


2020 ◽  
Vol 4 (2) ◽  
pp. 79
Author(s):  
Sabaruddin Yunis Bangun ◽  
Amir Supriadi ◽  
Ahmad Tarmizi

The focus of this research is how the development of the shoot the ball after dribble practice for soccer school student athletes. This study aims to find out how the benefits of the shoot the ball after dribble training model for soccer school student athletes. This research uses research and development methods. The subjects in this study were 10 soccer school student athletes in Medan, namely Sejati Pratama Medan, a small scale test and 20 PPLP student athletes in North Sumatra Province on a large scale test. The technique used for data collection in this study was a questionnaire. The questionnaire was used to find out respondents' opinions on the shoot the ball after dribble training model for soccer school student athletes. Questionnaire is a data collection tool that contains a number of questions or statements that must be answered by research subjects. The data analysis technique used is the data from the results of the questionnaire which are classified into two groups of data, namely quantitative data. Quantitative data through field trials, analyzed with quantitative descriptive analysis. To find out whether the development of the shoot the ball after dribble practice on soccer school student athletes is effective. The development of the shoot the ball after dribble practice model for soccer school student athletes can help coaches during the training process, and can be applied in soccer training student athletes, especially when training soccer shooting skills.


2018 ◽  
Vol 7 (3) ◽  
pp. 298-304
Author(s):  
Reefa Qudsiya ◽  
Lisdiana Lisdiana ◽  
Nugrahaningsih WH

Nervous system teaching materials available in schools do not contain scientific-related content as mandated by the 2013 curriculum. In addition, teaching materials also do not contain student character reinforcement content. The purpose of this study is to develop “Nervous Problem Based Module with a  Conservation Character” as a nervous system learning supplement. This type of research is Research and Development (R&D) using ten steps, namely identification of potential and problems, data collection, product design, product design validation, product design revisions, small scale trials, product revision I, large scale trials, product revision II, and final products. The research subjects were students of class XI of SMA N 1 Bae Kudus. Nervous Problem Based Module with a  Conservation Character  tested the feasibility, readability, and effectiveness. Feasibility tests obtained very valid results. Readability test results were very valid. Test effectiveness by applying  Nervous Problem Based Module with a  Conservation Character in learning, obtained effective results and can be used in learning. The insertion of the conservation character reinforcement in the module gives positive results on the character of students. It can be concluded that “Nervous Problem Based Module with a Conservation Character” is decent and effectively applied in the nervous system learning.


Author(s):  
Rendi Zulni Ekaputri ◽  
Dewi Jumiarni ◽  
Berto Usman ◽  
Erik Perdana Putra

Skills improvement is in line with efforts to tackle food security during the COvid-19 pandemic. This effort can be done by using hydroponic techniques. This community service aims to increase the knowledge and skills of the Sint Carolus Junior High School residents in Bengkulu City in utilizing hydroponic technology. The method of activities provided includes training, supervised assignment, monitoring and evaluation. Activities were held on August 21, 2020 and August 28, 2020 at Sint Carolus Middle School, Bengkulu. Based on the activities that have been carried out, it can be concluded that community service activities in hydroponic technology training (models) get a very good response in terms of the material, methods and partner satisfaction. Hydroponic technology training model has increased the knowledge and skills of Sint Carolus Middle School residents in Bengkulu City, particularly by using the styrofoam box waste as a medium for plant planting.


2011 ◽  
Vol 108 (1) ◽  
pp. 163-176 ◽  
Author(s):  
Christine Hotz ◽  
Cornelia Loechl ◽  
Alan de Brauw ◽  
Patrick Eozenou ◽  
Daniel Gilligan ◽  
...  

β-Carotene-rich orange sweet potato (OSP) has been shown to improve vitamin A status of infants and young children in controlled efficacy trials and in a small-scale effectiveness study with intensive exposure to project inputs. However, the potential of this important food crop to reduce the risk of vitamin A deficiency in deficient populations will depend on the ability to distribute OSP vines and promote its household production and consumption on a large scale. In rural Mozambique, we conducted a randomised, controlled effectiveness study of a large-scale intervention to promote household-level OSP production and consumption using integrated agricultural, demand creation/behaviour change and marketing components. The following two intervention models were compared: a low-intensity (1 year) and a high-intensity (nearly 3 years) training model. The primary nutrition outcomes were OSP and vitamin A intakes by children 6–35 months and 3–5·5 years of age, and women. The intervention resulted in significant net increases in OSP intakes (model 1: 46, 48 and 97 g/d) and vitamin A intakes (model 1: 263, 254 and 492 μg retinol activity equivalents/d) among the younger children, older children and women, respectively. OSP accounted for 47–60 % of all sweet potato consumed and, among reference children, provided 80 % of total vitamin A intakes. A similar magnitude of impact was observed for both models, suggesting that group-level trainings in nutrition and agriculture could be limited to the first project year without compromising impact. Introduction of OSP to rural, sweet potato-producing communities in Mozambique is an effective way to improve vitamin A intakes.


2020 ◽  
Vol 4 (2) ◽  
pp. 97
Author(s):  
Komarudin Komarudin ◽  
Suherman Suherman ◽  
Laila Puspita ◽  
Indy Alda Savitri

The purpose of this study was to develop a teaching material in the form of an electronic magazine in mathematics learning. This study uses research and development methods. The development procedure used is the ADDIE (Annalyze, Design, Development, Implementation, Evaluation) development model procedure. Data collection techniques used were observation, questionnaires and tests. The sample used was class VII SMP (Junior High School). The data analysis technique used is the t test. Based on the results of the validation carried out the media developed obtained very appropriate criteria by experts (media experts and material experts). Judging from the attractiveness of the results obtained from 2 large-scale trials and small-scale electronic magazines that were obtained obstained very interesting criteria. Based on the results of the t-test it was found that the learning outcomes of students using electronic electronic magazines were better than the learning outcomes of students who did not use mathematical electronic magazines. Based on this, it can be concluded that electrochemical magazines in mathematics learning developed can be used as mathematical learning aids.


2020 ◽  
Vol 5 (2) ◽  
pp. 114-126
Author(s):  
Sayyidah Asmah ◽  
Laili Fitri Yeni ◽  
Titin Titin

Interactive multimedia based on Lectora inspire referred to in this research was learning media of based ICT created to use the Lectora inspire computer program. This research aims to develop learning media and determine students' responses to interactive multimedia based on Lectora inspire that appropriate to be used as learning media in the kingdom monera. This research was the ADDIE development model consisting of five stages of analyzing, design, develop, implement, and evaluate. The students response questionnaire consisted of 3 aspects namely cognitive, affective, and conative consisting was 22 items. Research subjects is students of class XI in SMA Negeri 2 Pontianak, SMA Negeri 10 Pontianak, and MAN 1 Pontianak. The results of interactive multimedia based on Lectora inspire validation for the eligibility to obtain a Content Validity Index value was 1.00 and declared valid. A small-scale trial consisting of 18 students received an average rating is a good category. Whereas a large-scale trial consisting of 36 students obtained an average score in the very good category. The results obtained it was concluded that interactive multimedia based on Lectora inspire was suitable for use as a medium in schools and there needs to be implemented to see acheviement.Keywords: Kingdom monera, lectora inspire, interactive multimedia, response


2015 ◽  
Vol 3 (2) ◽  
pp. 127-138
Author(s):  
Adhen Willy Munendra ◽  
Ria Lumintuarso

Penelitian ini bertujuan untuk menghasilkan model pembelajaran lempar lembing untuk siswa SMP yang layak digunakan. Model pembelajaran yang dikembangkan diharapkan untuk digunakan guru SMP sebagai salah satu bentuk pembelajaran lempar lembing yang baik dan efektif. Penelitian pengembangan ini dilakukan dengan mengadaptasi langkah-langkah penelitian pengembangan sebagai berikut: (1) studi pendahuluan, (2) analisis terhadap informasi yang telah dikumpulkan, (3) mengembangkan produk awal (draf produk), (4) validasi ahli dan revisi, (5) uji coba skala kecil dan revisi, (6) uji coba lapangan skala besar dan revisi, dan (7) diseminasi produk hasil pengembangan. Uji coba skala kecil dilakukan 20 siswa terhadap siswa kelas 8 SMP Negeri 2 Karangnongko Klaten. Uji coba skala besar dilakukan terhadap 60 siswa kelas 8 SMP Negeri 1 Karangnongko dan SMP Negeri 1 Kemalang Klaten. Teknik analisis data yang digunakan yaitu analisis deskriptif kuantitatif dan analisis deskriptif kualitatif. Hasil penelitian ini berupa buku panduan dan CD model pembelajaran lempar lembing untuk siswa SMP, yang berisikan sepuluh model permainan, yaitu permainan: (1) kasvol; (2) bola estafet; (3) target papan; (4) target bola; (5) lempar angka; (6) perang bola; (7) parsim; (8) tardus; (9) pahsim, dan (10) pahdus. Dari hasil penilaian para ahli materi, dapat ditarik kesimpulan bahwa model pembelajaran lempar lembing yang disusun sangat baik dan efektif, sehingga layak digunakan untuk pembelajaran lempar lembing pada siswa SMP. Kata kunci: pengembangan, model pembelajaran lempar lembing DEVELOPING A JAVELIN THROWING TEACHING MODEL FOR SECONDARY SCHOOL STUDENTS Abstract This research aims to produce a javelin throwing teaching model for junior high school students. This javelin throwing teaching model is expected to be used by teacher as a form of good and effective javelin throwing teaching. This research and development was conducted by adapting the steps of research development including: (1) preliminary study, (2) analysis of the gathered information, (3) developing the initial product, (4) expert’s validation and revision, (5) small scale trials and revision, (6) large-scale field trial and revision, and (7) dissemination of the product. The small scale trial was conducted in Karangnongko Klaten 2 State Junior High School with 20 second grade students. The large scale trial was conducted in Karangnongko Klaten 1 State Junior High School and Kemalang Klaten 1 State Junior High School with 60 second grade students The data were analysed using the descriptive quantitative and descriptive qualitative analyses The product of this research is a guide book and CD of javelin throwing teaching model for junior high school students, which contain ten games models, namely, the game model of: (1) kasvol; (2) relay; (3) board target; (4) ball target; (5) figures throwing; (6) ball war; (7) parsim; (8) tardus; (9) pahsim, and (10) pahdus. From the assessment of the subject-matter experts evaluation, it can be concluded that the developed javelin throwing teaching model is a good effective and feasible for the teaching of javelin throwing to junior high school students. Keywords: development, javelin throwing teaching model


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