scholarly journals PENGARUH RECOVERY AKTIF DAN PASIF DALAM

2018 ◽  
Vol 2 (2) ◽  
pp. 38
Author(s):  
Heru Syarli Lesmana ◽  
Padli Padli ◽  
Endang Pati Broto

A B S T R A C TPhysical exercise causes athletes to be at risk of injury. One of the most common muscle injuries is Delayed Onset Muscle Soreness (DOMS). DOMS is a pain felt by a person within 24-72 hours after sports activities. Active recovery is a physical activity that do in low intensity. Passive recovery means stop activity and not doing anything or total rest. This research is expected to find the type effective and efficient recovery in reducing DOMS symptoms. The type of this research is quasi experiment with the three group post-control group design. The sample is a student of Faculty of Sport Science State University of Padang which is divided into 3 groups. Each group consists of 15 students. Each Sample will perform an eccentric physical exercise by squatting 10 sets (1set: 20 steps) with a break for 30 seconds each set. After exercie group 1 didn’t do recovery, group 2 did a passive recovery and group 3 did active recovery. After 48 hours, DOMS measurements were made using Visual Analog Scale (VAS). Research data is tabulated and analyzed with descriptive statistic test, distribution normality test, homogeneity test, different test. Result of data analysis concluded there is effect of active recovery to DOMS symptom with p 0,005. There is no effect of passive recovery of DOMS symptoms with p 0, 180. Conclusion active recovery research can reduce DOMS symptoms.

2018 ◽  
Vol 10 (2) ◽  
pp. 181
Author(s):  
Aprilia Aprilia Aprilia

Hair is said to fall out if it reaches 50-100 strands. This research aims to analyze the use of senseviera as hair tonic for the treatment of hair loss .This research is a quasi-experiment with the design of Non Equivalent Control Group Design. The population is women aged 19-25 years who use hijab. The sampling technique was carried out by purposive sampling technique conducted voluntarily as many as 9 people. After obtaining the data, the normality test, homogeneity test and variance analysis test (ANAVA) were first carried out and continued with the duncan test.The results of the analysis showed that there was no change in the control group (X1) with an average value of 2.33 (pretest) to 2.73 (posttest). For the experimental group 1 frequency of 2 times a day (X2) since the first treatment (pretest) can be seen changes with an average of 2.00 (pretest) to 3, 33 (posttest). Whereas in the experimental group 2 frequency 1 time 3 days (X3) also changed since and get an average of 2.00 (pretest) to 3.07 (posttest). The average calculation of the three treatment groups stated that Fcount> Ftable (5,810> 1,860), which means that there was a significant.


2021 ◽  
Vol 9 (3) ◽  
pp. 333-342
Author(s):  
Yunti fahrulia Subekti

The purpose of the study was to determine the differences in mathematics learning outcomes and the effectiveness of google classroom-assisted learning in terms of learning styles on students' mathematics learning outcomes. This research used an experimental research method with a randomized pretest-posttest control group design. Sampling using a simple random sampling technique. The population of this research is the seventhgrade students of one of the public junior high schools in Sleman. The sample of this study amounted to 54 students consisting of class VII C and VII D. The data collection techniques used in this study were tests and questionnaires. The data analysis techniques used in this study were normality test, homogeneity test, similarity test, and hypothesis testing. The results of the study show that: (1) there are differences in learning outcomes in bold learning assisted by google classroom; (2) bold learning assisted by google classroom is more effective in terms of visual learning styles; (3) bold learning assisted by google classroom is not more effective in terms of auditory and kinesthetic learning styles.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Yulia Rahma ◽  
Gusti Hadiatus Solehah ◽  
Mohan Taufiq Mashuri

Penelitian ini bertujuan untuk mengetahui hasil belajar siswa pada materi tata nama senyawa dengan menggunakan media permainan ular tangga. penelitian ini   menggunakan   metode   Pre-tes   Post-test   Control   Group   Design   dengan penelitian diambil dua kelas yaitu, pada kelas X-2 sebagai kelas kontrol dan X-4 sebagai kelas eksperimen. Populasi penelitian adalah siswa kelas X semester genap SMA Negeri 10 Banjarmasin tahun ajaran 2016/2017. Teknik pengumpulan data yang digunakan metode tes, dokumentasi dan wawancara. Teknik analisis data data menggunakan uji normalitas, uji homogenitas, uji t dan uji N-Gain. Berdasarkan hasil penelitian pada materi tata nama senyawa kelas X SMA Negeri 10 Banjarmasin  bahwa terdapat perbedaan hasil belajar yang signifikan  antara siswa yang menggunakan media pembelajaran permainan ular tangga dengan yang tidak menggunakan media permainan ular tangga yaitu thitung> ttabel (4.792 > 2.000) maka H0  ditolak dan Ha  diterima. Sehingga dapat disimpulkan bahwa terdapat perbedaan yang signifikan hasil belajar siswa pada materi tata nama senyawa yang menggunakan   media  permainan  ular  tangga.   Hal   ini   membuktikan   bahwa implementasi media pemainan ular tangga pada materi tata nama senyawa efektif dalam meningkatkan hasil belajar siswa pada kelas X SMA Negeri 10 BanjarmasinThis study attempted to know the result of student learning on nomenclature of compounds topic by using snake and ladder game media. This research used pre-test post-test control group design by taking two classes as sample, class X-2  as the controlled class and  X-4 as the experimented  class. Research population was students of class X in SMA Negeri 10 Banjarmasin on the  second  half  of  semester  in  academic  year  2016/2017.  Data  collection techniques used were test, documentation and interview. Data analysis techniques were using normality test, homogeneity test, t test and the n-gain. Based on the research done to nomenclature of compounds topic in class X SMA Negeri 10 Banjarmasin, there were significant differences in learning outcome between students who used snake and ladder game learning media and those who did not use snake and ladder game with tcalculated  > ttable  (4.792 > 2,000) so then Ho  was rejected and Ha  was accepted. Therefore, it can be concluded that there were significant differences in students’ learning outcome on nomenclature of compounds topic by using snake and ladder game learning media. This proved that the implementation of snake and ladder game media on nomenclature of compounds topic was effective to improve students’ learning outcomes in class X SMA Negeri 10 Banjarmasin. 


Author(s):  
Ni Putu Eka Astuti . ◽  
Dr. Ketut Agustini, S.Si, M.Si. . ◽  
Gede Saindra Santyadiputra, S.T., M.Cs .

Penelitian ini bertujuan untuk mengetahui (1) pengaruh media edukasi sistem operasi jaringan berbasis teknologi terhadap hasil belajar siswa pada Kelas XI TKJ SMK Negeri 2 Seririt, (2) respon siswa setelah menggunakan media edukasi berbasis teknologi sebagai media pembelajaran pada mata pelajaran Sistem Operasi Jaringan. Jenis penelitian ini adalah eksperimen semu (quasi eksperimen) dengan rancangan penelitian Posttest-Only Control Grup Design. Populasi penelitian ini adalah seluruh siswa kelas XI TKJ SMK Negeri 2 Seririt semester ganjil tahun ajaran 2016/2017. Sebagai sampel dalam penelitian ini adalah kelas XI TKJ 1 dan XI TKJ 2 yang berjumlah 43 orang. Kelas XI TKJ 1 digunakan sebagai kelas eksperimen dan XI TKJ 2 sebagai kelas kontrol. Terdapat dua jenis variabel dalam penelitian ini yaitu (1) variabel bebas adalah media edukasi berbasis teknologi, dan (2) variabel terikat adalah hasil belajar. Pengumpulan data dilakukan dengan menggunakan metode tes uraian untuk mengukur ranah kognitif. Data hasil belajar kemudian dianalisis dengan melakukan uji prasyarat yang meliputi uji normalitas, uji homogenitas dan uji- t sedangkan untuk respon menggunakan metode angket. Berdasarkan hasil analisis data diperoleh, hasil uji normalitas dan homogenitas kedua kelompok berdistribusi normal dan homogen. Terdapat pengaruh hasil belajar yang signifikan antara siswa yang belajar dengan menerapkan media edukasi sistem operasi jaringan berbasis teknologi dengan pembelajaran konvensional. Hal ini menunjukan bahwa hasil belajar siswa dengan media edukasi sisitem operasi jaringan lebih tinggi dari media pembelajaran konvensional. Diperoleh rata-rata respon siswa positif terhadap penerapan media edukasi sistem operasi jaringan berbasis teknologi. Kata Kunci : quasi eksperimen, media edukasi berbasis teknologi, hasil belajar dan respon siswa This research aimed to know (1) the influence of the application of technology based media edukasi to students’ achievement on Network Operating System subjects of XI TKJ SMK Negeri 2 Seririt, (2) the students’ response after using technology based media edukasi on Network Operating System subjects. This type of this research was quasi experiment research with Posttest-Only Control Group Design. The population of this research was all students of XI TKJ SMK Negeri 2 Seririta in firts semester academic year 2016/2017. The sample of this research were 43 students of XI TKJ 1 and XI TKJ 2. XI TKJ 1 class used as experiments class and XI TKJ 2 class used as control class. There were two kind of variables in this research (1) technology based media edukasi as independent variable, and (2) students’ achievement of dependent variable. The data was collected using essay test method to measure cognitive aspect. Results of students’ achievement was analyzed using prerequisite test which included normality test, homogeneity test and t-test while for students’ motivation and response using questionnaire method. Based on the results of data analysis, the result of normality test and homogeneity test were distributed normal and homogen. There was significance influence of students’ achievement between student who learned using technology based media edukasi and student who learned using conventional media. This result showed student achievement with media edukasi were higher than conventional media. the average of students’ motivation were very high to the implementation of technology based media edukasi and the average of students’ response were more positive to the application of technology based media edukasi. keyword : quasi experiments, media edukasi technology based, learning outcomes, and student response


2020 ◽  
Vol 5 (2) ◽  
pp. 136-144
Author(s):  
Izza Ariffatur Ramadhani ◽  
Heri Yudiono

This study aims to produce an android-based e-module on CAD that has quality (feasible, effective, and practical) in improving student learning outcomes. The method used is the Research and Development (R&D) approach, which consists of preliminary studies, development, and testing by experts and practitioners to ensure that the e-module meets the requirements (feasible and practical) as a learning media. Limited trials were conducted through a true-experimental design with a pretest-posttest control group design. This experiment was conducted to test the effectiveness of e-modules during the learning process. The analysis used includes a validity test, reliability test, normality test, homogeneity test, independent-sample t-test, and N-Gain test. The results of the study found that the e-module products that met the standards of material and media feasibility based on expert judgment and e-modules were very practical and effective to improve learning outcomes. Tujuan penelitian ini adalah untuk menghasilkan e-modul pembelajaran CAD berbasis android yang memiliki kualitas (layak, efektif dan praktis) yang dapat membantu meningkatkan hasil belajar peserta didik. Metode yang digunakan adalah pendekatan Research and Development (R&D) yang terdiri dari studi pendahuluan, pengembangan dan pengujian oleh beberapa ahli dan praktisi untuk memastikan bahwa e-modul tersebut memenuhi syarat (layak dan praktis) sebagai media pembelajaran. Uji coba terbatas dilakukan melalui true-eksperimental design dengan pretest-posttest control group design. Eksperimen ini dilakukan untuk menguji efektivitas e-modul selama proses pembelajaran. Analisis yang digunakan meliputi uji validitas, uji reliabilitas, uji normalitas, uji homogenitas, dan uji independent sample t test serta uji N-Gain. Hasil penelitian mendapatkan produk e-modul yang telah memenuhi standar kelayakan materi dan media berdasarkan penilaian ahli serta e-modul sangat praktis dan efektif untuk meningkatkan hasil belajar.


Author(s):  
Raodhatul Jannah ◽  
Mamat Supriatna

The research is aimed to produce an effective social-personal guidance to develop students' moral behavior. This research uses quantitative approach with quasi experimental method and non-equivalent control group design to students class VIII of SMP Negeri 26 Bandung. Data analysis techniques used to find out the effectiveness of personal-social guidance in developing the moral behavior of students in SMP Negeri 26 Bandung Academic Year 2017/2018, include: 1) normality test; 2) homogeneity test; and 3) independent t test. The results show that in general social-personal guidance is not effective in developing students' moral behavior. But in particular there are five significant indicators, which is; 1) impose obligations as a child; 2) help others sincerely; 3) share / share information; 4) show concern for others; 5) guiding others to the task, and two insignificant indicators, namely; 1) understanding school rules; 2) consider the impact of lying.


2021 ◽  
Vol 4 (2) ◽  
pp. 90
Author(s):  
Nurzannah Nurzannah ◽  
Muliana Muliana ◽  
Herizal Herizal ◽  
Fajriana Fajriana ◽  
Mursalin Mursalin

This study was conducted to determine the effect of REACT strategy assisted by GeoGebra software on students' mathematical representation ability. This study was quasi-experimental with a quantitative approach. The design used in this study was The Nonequivalent Posttest Only Control Group Design. Four posttest questions were given to 25 students of Class VIII A and 25 students of Class VIII B at SMP Negeri Arun Lhokseumawe (public middle school). The data obtained from the posttest results were analyzed by data normality test and data homogeneity test, then hypotheses were tested using a t-test to see the effect of REACT strategy assisted by GeoGebra software on students' mathematical representation ability. The results of the data analysis of the posttest score tested using the t-test, the sig value was obtained. (2-tailed) of 0.000 > 0.05. This showed that there was a significant effect of using the REACT strategy assisted by GeoGebra software on students' mathematical representation ability.


2018 ◽  
Vol 1 (2) ◽  
pp. 8-13
Author(s):  
Dewi Bilqis Mariska ◽  
Rusmono ◽  
Moch.Sukardjo

Abstrak - Penelitian ini bertujuan untuk mengetahui apakah terdapat perbedaan hasil belajar teknik listrik antara peserta didik yang diajar dengan menggunakan model pembelajaran teams games tournament dan numbered heads together di SMK N 39 Jakarta.Jenis penelitian ini adalah penelitian eksperimen dengan rancangan penelitian menggunakan Pretest-Posttest Control Group Design.Populasi dalam penelitian ini adalahseluruh peserta didik di jurusan Teknik Audio Video. Pengambilan sampel menggunakan teknik simple random sampling.dan diperoleh peserta didik kelas X TAV 1 adalah kelas eksperimen yang diberikan perlakuan dengan model pembelajaran teams games tournament dan peserta didik kelas X TAV 2 adalah kelas kontrol yang diberikan perlakuan dengan model pembelajaran numbered heads together. Instrumen yang digunakan dalam penelitian ini adalah posttest untuk mengukur hasil belajar teknik listrik.Uji instrumen penelitian meliputi validasi ahli dan realibilitas instrumen.Analisis data terdiri dari uji normalitas menggunakan uji Lilliefors dan uji homogenitas menggunakan uji Fisher.Hasil perhitungan uji normalitas pada kelas yang menggunakan model pembelajaraan teams games tournament sebesar 1,154 dan kelas yang menggunakan model pembelajaran numbered heads together sebesar 1,116 dengan Ltabel 1,161 maka data berdistribusi normal. Uji homogenitas diperoleh hasil Fhitung 1,75 kurang dari Ftabel 1,87 maka data tersebut berdistribusi homogen.Perhitungan hipotesis statistik menggunakan uji-t dengan thitung 2,12 lebih besardari ttabel 2,00, sehingga dapat disimpulkan bahwa terdapat terdapat pengaruh hasil belajar antara peserta didik yang menggunakan model pembelajaran Teams Games Tournament dan peserta didik yang menggunakan model pembelajaran Numbered Heads Together Kata Kunci : model pembelajaran, Teams Games Tournament, Numbered Heads Together   Abstract - This research aims to determine the outcomes of differencesin electrical engineering learning among learners who were taught using learning model teams games tournament and numbered heads together in SMK N 39 Jakarta. This kind of research is experimental research with design using Pretest-Posttest Control Group Design. The population in this research are the students majoring in Audio Video Engineering. The sample is taken using simple random sampling technique and obtained that students class X TAV 1 are the experimental class which given treatment with learning model teams games tournament and students class X TAV 2 are the control class which given treatment with model numbered heads together learning. The instrument used in this research is posttest to measure the learning outcomes of electrical engineering. Research instrument test includes expert validation and instrument reliability. Data analysis consisted of normality test using Lilliefors test and homogeneity test using Fisher test.The calculations results of the normality test towards the classes that use the model of learning games tournament teams are 1.154 and classes that use model learning numbered heads together are 1.116 with Ltabel 1.161 then the data is normally distributed. Homogeneity test obtained result Fhitung 1.75 less than Ftabel 1.87 then the data is homogeneous distributed.Calculation of statistical hypothesis using t-test with thitung 2,12 bigger than ttabel 2,00, so it can be concluded that there is influence of learning outcomes between learners who used Teams Games Tournament learning model and learners that using the model of learning Numbered Heads Together Keywords : learning model, Teams Games Tournament, Numbered Heads Together


2019 ◽  
Vol 6 (1) ◽  
pp. 90
Author(s):  
Resty Aprilia Fihrallah ◽  
Edi Suresman ◽  
Saepul Anwar

Abstract. This study discusses the effectiveness of the use of the Show and Tell method in improving the learning achievement of fourth grade students in Akhlak subjects in Madarasah Diniyah Takmiliyah Awaliyah Wasilatunnaja in the 2015/2016 academic year. This research uses a quantitative method through an experimental approach with nonequivalent control group design. Based on the results of data analysis based on the normality test, homogeneity test, and t test, it is known that the results of posttest, is normal and homogeneous, the sig (2-tailed) value of 0.145 with (df) 45 where 0.145> 0.05 . Then, according to the basis of decision making in the independent sample t-test, it can be concluded that Ho is accepted and Ha is rejected, which means that there is no difference between the average learning outcomes of the experimental class and the control class. Which also shows that there is no significant difference in learning outcomes between the experimental class and the control class. In other words the show and tell method is not effective enough in improving student learning outcomes in moral subjects. Abstrak. Penelitian ini membahas tentang efektivitas penggunaan metode Show and Tell dalam meningkatkan prestasi belajar siswa kelas IV pada mata pelajaran Akhlak di Madarasah Diniyah Takmiliyah Awaliyah Wasilatunnaja pada Tahun Ajaran 2015/2016. Penelitian ini menggunakan metode kuantitatif melalui pendekatan eksperimen dengan nonequivalent control group design. Berdasarkan hasil analisis data dengan berdasarkan pada uji normalitas, uji homogenitas, dan uji –t, diketahui bahwa hasil dari postest normal dan homogen, maka diperoleh nilai sig (2-tailed) sebesar 0,145 dengan (df) 45 di mana 0,145 > 0,05. Maka sesuai dasar pengambilan keputusan dalam uji independent sample t-test maka dapat disimpulkan Ho diterima dan Ha ditolak yang artinya bahwa tidak terdapat perbedaan antara rata-rata hasil belajar kelas eksperimen dan kelas kontrol. Yang juga menunjukkan bahwa tidak ada perbedaan yang signifikan hasil belajar antara kelas eksperimen dan kelas kontrol. Dengan kata lain metode show and tell ini tidak cukup efektif dalam meningkatkan hasil belajar siswa pada mata pelajara akhlak.


Author(s):  
Bepi Patrira ◽  
Ajo Dian Yusandika ◽  
Henny Wulandary

The teacher has never applied and measured the creative thinking skills of class X students. However, after the researchers made observations on the creative thinking skills of students in this school, theresults were in the low category. The purpose of this study was to see the effect of the application of the genius learning strategy on the creative thinking skills of students of class X majoring in science in physics learning on the subject of linear motion at SMAN 1 Pulaupanggung. The research method used in this research was quasy experiment. The design used in this study was the nonequivalent control group design. A total of 64 students of class X SMAN 1 Pulaupanggung consisting of 2 classes were selected as the research sample using purposive sampling technique. The data collection technique used was a test instrument in the form of 9 essay questions. Then, the data were processed using the normality test and homogeneity test which were then analyzed using the average difference test (t-test). The application of the genius learning strategy has an effect on improving the creative thinking skills of students on the subject of straight motion at SMAN 1 Pulaupanggung.


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