scholarly journals The Development of Motion-Based Individual Badminton Smash Forehand Training Models for Students of IKIP Mataram 2019

Author(s):  
Soemardiawan Soemardiawan ◽  
James Tangkudung ◽  
Ahmad Sofyan Hanif

This article produces a product in the form of an individual smash training model to improve the forehand smash capability which is based on good motion, has advantages over the previous model, where the model of individual smash forehand variations is to improve motion-based badminton Smash Skills. The aim to be achieved in development research is to produce a product program for individual smash forehand training which is efficiently and effectively varied, and also improve smash forehand skills, both in motion, technical skills, individually in the IKIP Mataram students. The population and samples using NTB athletes belonging to the UKM FPOK IKIP Mataram were 100 students. The instruments used in this development research were questionnaires, questionnaires, and the Badminton Smash Test Instrument from Purnama. The design of this study uses the research & development (R & D) development method of Borg and Gall which is qualitative in nature and while the quantitative approach is used to reveal the second objective, with a pre-experimental research design in the form of the one group pretest-posttest design. who looked for significant differences in individual forehand smash models before and after training were given a smash model. Based on the analysis of research data using the t test with a significance level of 0.05. Therefore, the research on the development of individual forehand smash models based on the results of badminton training from the results of research shows that the use of a varied and effective forehand smash training model can improve this forehand smash training model for badminton athletes in IKIP Mataram students.

Author(s):  
Herman Syah ◽  
James Tangkudung ◽  
Ahmad Sofyan Hanif

The purpose of this study was to develop a dribble training model for soccer games of fool students in IKIP Mataram. The method used in this study is the research methodology and development of Borg and Gall, which consists of ten stages. The final results of this research and development are written in a handbook on dribble training models for soccer games for those that have been evaluated by experts, trial and revision, and their effectiveness has been tested. The instruments used in this development research were questionnaires and the Instrument Test dribble. The design of this study uses research & development (R & D) research methods from Borg and Gall in the form of qualitative and quantitative approaches used to reveal the second objective, with a pre-experimental research design in the form of the one-group pretest-posttest design that looks for significant differences in the exercise model before and after being given a training model. Where the analysis of data research uses the t-test with a significance level of 0.05, Therefore, the effectiveness of the development of the model develops a model of dribble training on the basis of improving skills in dribble giving a reference so that this training model can be used to do variation training in implementing football dribble on students of Fool in IKIP Mataram.


Author(s):  
I Gede Sudirtha

This study aims to develop a performance assessment instrument for Make up Training Subject in Beauty Education Program by appropriate validity and reliability procedure in thedevelopment of the assessment instrument as the assessment process and products. Thisresearch is a development research (R&D). The research focuses on the development ofassessment instrument for Makeup Training Subject. The aspects of research, data sources, techniques and instruments/data collection instrument, and validation and reliability of theinstrument used in the study conducted by interview, observation, and literature and documents.The data of this study is quantitative data, which was statistically analyzed due to relevant empirical testing (validation of instruments) that includes testing and content validity andinternal validity. Descriptive analyzes were undertaken to describe the research data. The results showed: 1) The design of the instrument Makeup Training Subject are developed through theneeds analysis. It is done through literature review and study of the course competencies byengaging a team of researchers. This study resulted in the instrument guidelines and assessment instrument completed with its scoring rubrics. The instrument comprising: a step of validityassessment is done through the stages: experts judgment, empirical tests to prove the validityand reliability of the instruments assessment. All the performance test instrument developed is


Author(s):  
Konstantina Adinda Putrilani ◽  
Renariah Renariah ◽  
Neneng Sutjiati

Ketika mempelajari bahasa Jepang di sekolah, aspek dasar yang harus dipelajari siswa adalah huruf Jepang. Dalam sistem penulisan, bahasa Jepang memiliki empat huruf, yaitu huruf kanji, hiragana, katakana, dan roomaji. Tetapi sebelum tahap belajar huruf kanji, terlebih dahulu siswa mempelajari huruf hiragana dan katakana yang biasa disebut huruf kana. Huruf kana terdiri atas 96 huruf dimana huruf hiragana dan huruf katakana tersebut bentuknya mirip. Hal ini menyebabkan siswa kesulitan untuk mempelajari huruf kana. Oleh karena itu, diperlukan suatu media untuk mempermudah pembelajar mempelajari huruf kana. Salah satu media yang dapat digunakan adalah media permainan. Dalam penelitian ini, media permainan yang digunakan adalah media permainan sudoku yang sudah di modifikasi. Tujuan dari penelitian ini adalah untuk mengetahui kemampuan siswa dalam pembelajaran huruf kana, sebelum dan sesudah menggunakan media permainan sudoku. Selain itu, penelitian ini bertujuan untuk menganalisis pengaruh penggunaan media permainan sudoku terhadap pembelajaran huruf kana, dan untuk mengetahui respon siswa terhadap penggunaan media permainan sudoku. Penelitian ini menggunakan metode experimen quasi dengan desain eksperimen yaitu one group pre-test - post-test. Sampel penelitian adalah anggota Japanese Club sebanyak 20 orang yang diambil dari populasi SMP Laboratorium Percontohan UPI Bandung. Instrumen yang digunakan adalah tes, angket dan obsevasi. Berdasarkan hasil analisis data, nilai t hitung sebesar 6.53. Nilai t tabel sebesar 2.09 pada taraf signifikansi 5% dan 2.86 pada taraf signifikansi 1%. Dengan demikian, diperoleh hasil t hitung lebih besar dibandingkan nilai t tabel pada taraf signifikansi 5% (6.53 > 2.09). Hal ini menunjukkan bahwa pengguanaan media permainan sudoku dalam pembelajaran huruf kana sangat efektif. Selain itu, berdasarkan hasil analisis data angket, responden memberikan tanggapan yang positif terhadap penggunaan media permainan sudoku yaitu menarik, dan mudah diikuti. When studying Japanese at school, basic aspects must study is the Japanese letter. In its writing system, Japanese has four letters, namely kanji, hiragana, katakana, and roomaji. Before the stage of kanji learning, firstly, students have to learn hiragana and katakana which are commonly called kana. Kana, composed of 96 letters where the letter of the hiragana and katakana are barely different. This causes difficulties for students to learn kana. Therefore, we need a media to facilitate learners to learn kana. One medium that can be used are game as the learning media. This study, the media used is a sudoku game that has been modified. The purpose of this study is to acknowledge students’ ability in learning kana, before and after using the sudoku game as a media. In addition, this study also aims to analyze the influence of sudoku game usage as the media in learning kana Letters, and to find out the students' response to the use of sudoku game as a media. This study uses a quasi experiment method with the one group pre-test - post-test as experiment design. Samples were 20 students from Japanese Club members who were taken from a population of SMP Laboratorum Percontohan UPI Bandung. The instrument used was test, questionnaire and observation. Based on the data analysis, the t value at 6.53. T table at 2.09 on a significance level of 5% and 2.86 at 1% significance level. Thus, the results obtained that t value is greater than t table at a significance level of 5% (6.53> 2.09). This shows that the usage of sudoku game as media is a very effective in learning kana. In addition, based on data analysis of the questionnaire, the respondents gave a positive response to the use of media sudoku game that are attractive, and easy to follow


Author(s):  
Muhammad Fahrezi Harahap ◽  
Iman Sulaiman ◽  
Yasep Setiakarnawijaya

This research and development was conducted to produce exercise model of softball batting based on drill for beginner athletes by testing the effectiveness of softball batting training for beginner athletes. The development method used took the steps of Borg and Gall. To support data to be more valid, the process of analyzing data collection used observation, interviews, and tests. The batting exercise model was designed by combining drill-based training activities. After that the model item design was validated by 3 experts in their field, 1 softball lecturer, 1 softball coach, and 1 motor expert. The study involved 20 athletes consisting of 3 softball clubs in Medan. Increasing battingsoftball training during the pre-test showed t-count = -21,225, df = 19 and p-value = 0,00 <0,05, meaning that there were significant differences in softball batting training model before and after being given a training model. It could be concluded that the model of training developed effectively to enhance batting exercises developed was effective for enhancing batting exercises for beginner athletes.


2018 ◽  
Vol 9 (1) ◽  
pp. 68-76
Author(s):  
Iman Sulaiman ◽  
Ahmad Rizaldy Fajrin

The objective of the research and development of the training model is to attack on the game of basketball. In addition, research and development is conducted to obtain in-depth information about the development and implementation of the exercise model and to know the effectiveness, efficiency of the model made.This research and development uses Research & Development (R & D) development methods from Borg and Gall. The subjects in this research and development are 2 different two place clubs of Victoria basketball club, Level Up basketball club.The model effectiveness test uses a test instrument to collect the basketball player's ability data. Analysis of research data using t test with significance level of 0.05. Analysis of data obtained average attack value before given model of attacking exercise is 61.0455 or 61 and after being given treatment with attacking model 75.5909 or 75.6. In the test of significance difference with SPSS 16 can result t-count = -29,567 db = 44 and p-value = 0.00 <0.05 which means there is a significant difference in the ability to attack before and after being given an attacking training model on basketball game that with a significance level of 0.05 then H0 is rejected. Based on the description it can be concluded that the training model attack on basket game developed that can be applied effectively and efficiently so that it can increase attack on basketball players.


2019 ◽  
Vol 7 (3S) ◽  
pp. 114
Author(s):  
Ömer Kaynar

The purpose of this study is to examine the acute effect of sparring training model on liver enzymes and muscle damage in boxers.14 voluntary athletes engaged in box (23.71±1.44 years of age; 167±5.89 cm; 62.05±8.89 kg) participated in the study. Sparring training model composed of warm-up (25 minutes), main part (30 minutes) and cool-down (15 minutes) exercises was applied to the boxers. The main theme of the study is composed of the free sub-stroke sparring training model in the liver region. Sparring training applied in the liver region and consisting of 3-minute time periods was repeated 3 times with a 1-minute interval as in the punch bag training. In venous blood samples taken from the study group before and after sparring training, AST, ALT and GGT enzyme activities and CK and LDH levels were analyzed with the spectrophotometric method in Beckman Coulter AU 5800 auto analyzer. Data were analyzed in SPSS 22.0 package program. The significance level was accepted as p<0.05 in statistical evaluations. Normal distribution of data was determined with Shapiro-Wilk test. Paired t-test was used in the statistical analysis of normally distributed data. Comparing AST, ALT, GGT, LDH and CK values of boxers before and after the training, it has been observed that there is a significant increase in AST, LDH and CK values after the training (p<0.05) and significant decrease in GGT values (p<0.05) while there is no significant difference in ALT values (p>0.05). In conclusion, it has been determined that sparring training model applied to boxers affects liver enzyme levels in them and significant increases occur in CK and LDH. More comprehensive prospective studies are required in order to establish the possible damage of punches to the liver region on liver in boxers.


2021 ◽  
Vol 12 (05) ◽  
pp. 412-425
Author(s):  
Devi Syah Putra Syahputra ◽  
Ramdan Pelana ◽  
Hernawan

The purpose of this study was to produce a resistance-based archery training model for athletes aged 13-15 years. The method used in this research is Research and Development. The study was conducted at DSR Archery Club Depok City and the research subjects were athletes aged 13-15 years. This research begins with needs analysis, product planning, development, implementation and evaluation. The instruments used were the 30 M Archery Test in the sport of archery, an analysis of the need for in-depth interviews to coaches at the archery club and an assessment questionnaire to experts to test the validity of variations in the training model. Based on research data consisting of needs analysis, product design, expert validation, small and large group trials, and effectiveness tests. The conclusion is first, resistance-based archery training model for athletes aged 13-15 years can be developed and applied in training archery skills and muscle strength training. Second, the exercise model developed based on research data obtained effective results for athletes aged 13-15 years


2018 ◽  
Vol 9 (2) ◽  
pp. 427-434
Author(s):  
Yulianto Dwi Saputro ◽  
Sudarsono ◽  
Luthfie Lufthansa

Football is the most popular sport in the world. Football players must master the basic techniques of Dribbling and Shooting. From the results of preliminary research at the Unibraw soccer school in Malang, the implementation of the Dribbling and Shooting training model has not applied the effective and efficient principle. This study used research and development method instructional development model from Sadiman (2003).. This study aimed to produce a new product in the form of dribbling and passing combination training models in football game speed and agility with base at Unibraw 82 Football School of Malang. The design of research and development of dribbling and shooting combination models there were stages as follows: (1) determining ideas, by collecting information as the idea base to create a concept; (2) writing media scripts product containing shooting practice model sketches; (3) product evaluation; (4) product revision I; (5) prototype product byshooting training models to small groups as well as large groups; (6) prototype try-out; (7) product revision II; and (8) reproduction. Overall the dribbling and shooting combination training model is feasible to implement as a training models for students at Unibraw 82 football school of Malang.The development of dribbling and shooting combination training models in football game with speed and agility base for students at Unibraw 82 football school of Malang there are 10 dribbling and shooting combination training models, these training models can be applied to add training models for the students of Unibraw 82 football school of Malang to overcome the students saturation in training football and add more variation.   Abstrak Sepakbola merupakan cabang olahraga paling populer di dunia.Para pemain sepakbola wajib menguasai teknik dasar Dribbling dan Shooting. Dari hasil penelitian awal di sekolah sepakbola Unibraw ‟82 Malang, penerapan model latihan Dribbling dan Shooting belum menerapkan prinsip efektif dan efisien.Model penelitian ini menggunakan penelitian pengembangan (Research and Development)yaitu model pengembangan instruksional dari Sadiman (2003). Penelitian ini bertujuan untuk menghasilkan sebuah produk baru yang berupa model latihan kombinasi dribblingandpassing dalam permainan sepakbola yang  di sekolah sepakbola Unibraw ”82 Malang. Perancangan penelitian pengembangan model kombinasi dribbling and shotting terdapat tahapan sebagai berikut: (1) penentuan ide-ide, dengan mengumpulkan informasi sebagai landasan pemikiran untuk membuat suatu konsep; (2) penulisan naskah media (produk), didalamnya berisi sketsa model-model latihan shooting; (3) evaluasi produk, (4) revisi produk I; (5) produk prototipe, dengan memberikan model latihan shooting kepada kelompok kecil maupun kelompok besar; (6) uji coba prototipe; (7) revisi produk II; dan (8) reproduksi. Hasil penelitian ini adalah 10 model latihankombinasi dribbling and shooting dalam permainan sepakbola, model latihan ini dapat diterapkan untuk menambah variasi model latihan siswa sekolah sepakbola Unibraw “82 Malang sehingga kejenuhan siswa dalam latihan mampu teratasi dengan baik. Kata Kunci: Penelitian Pengembangan, Model Latihan Kombinasi Dribbling and Shootting, Variasi


Author(s):  
Eka Novitasari

Media audiovisual dapat digunakan sebagai media layanan informasi yang dapat  dimanfaatkan oleh konselor dan siswa untuk membantu siswa dalam memahami materi layanan.  Tujuan penelitian adalah untuk membuktikan apakah layanan informasi dengan media audiovisual efektif untuk meningkatkan pemahaman tentang motif menikah dikalangan siswa kelas XII SMK Muhammadyah Sayung Demak. Rancangan penelitian ini adalah termasuk dalam jenis eksperimental design, dengan metode the one group pre test – post test design. Subyek dalam penelitian ini adalah siswa kelas XII SMK Muhammadyah Sayung Demak tahun ajaran 2017/2018 sebanyak 18 siswa. Instrument yang digunakan dalam pengumpulan data adalah instrument tes pemahaman. Hasil penelitian menunjukkan bahwa terdapat peningkatan pemahaman tentang motif menikah dikalangan siswa sebelum dan sesudah diberikan layanan informasi dengan media audiovisual (z=  3.732,  P<0.05). Jadi layanan informasi dengan media audiovisual efektif untuk meningkatkan pemahaman tentang motif menikah dikalangan siswa. Penelitian ini mempunyai implikasi bahwa guru bimbingan konseling disekolah perlu memberikan layanan informasi dengan media audiovisual untuk meningkatkan pemahaman tentang motif menikah dikalangan siswa.   Audiovisual media can be used as an information service medium that can be used by counselors and students to help students understand the service materials. The aim of the research is to prove whether information service with audiovisual media is effective to improve understanding about married motives among class XII students of SMK Muhammadyah Sayung Demak. The design of this study is included in the type of experimental design, with the method of the one group pre test - post test design. Subjects in this study were students of class XII SMK Muhammadyah Sayung Demak academic year 2017/2018 as many as 18 students. The instrument used in data collection is the comprehension test instrument. The results showed that there was an increased understanding of the motives of marriage among students before and after being given information services with audiovisual media (z = 3.732, P <0.05). this study has implications that information services with audiovisual media are effective to improve understanding of the motives of marriage among students.


2020 ◽  
Vol 6 (2) ◽  
pp. 375-389
Author(s):  
Edi Setiawan ◽  
Dody Tri Iwandana ◽  
Rifqi Festiawan ◽  
Ceu Bapista

The purpose of this research was to improve the handball athletes’ physical fitness through Tabata training during the outbreak of COVID-19. This pre-experimental research used a One-Group Pretest-Posttest Design. The research participants were male handball athletes at amateur level (N = 30) (age = 21.8 ± 1.3 years, height = 169.6 ± 2 cm, weight = 60.7 ± 7 kg). All participants performed the Tabata training for 23 sessions with a frequency of 3 times a week. The athletes’ physical fitness level was measured using push-ups, curl-ups, V-sit and reach, as well as shoulder stretch. All research data were then analyzed using SPSS version 22 with a significance level of α 0.05. The results of this research found that the physical fitness components consisting of strength endurance (P<0.05), muscle strength (P>0.251),   flexibility in the area of lower back and hamstrings (P<0.05) as well as upper arm flexibility (P<0.05) experienced differences before and after performing the Tabata training program. It is concluded that in response to the outbreak of COVID-19 throughout the world, Tabata is one alternative training to be performed by each handball athlete at home since Tabata training may provide various benefits in improving the handball atlethes’ physical fitness components.


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