scholarly journals Development of the Dribble Exercise Model in Soccer of Fpok Student in IKIP Mataram

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):  
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.


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.


2021 ◽  
Vol 1 (2) ◽  
pp. 69-76
Author(s):  
Nu'man Aji Haqqo

Objectives of research and development Develop and implement the fall training model on Judo Athlete for Beginners, the results of the development of the fall training model on Judo Athlete for Beginners, In addition, research and development is conducted to obtain in-depth information about the development and implementation of the exercise model and know the effectiveness, Model created. This research and development uses Research Development (R D) development methods from Borg and Gall. Subjects in this research and development are reserved for Beginner judo athletes.The model effectiveness test uses a drop test instrument to collect  data on Judo's fall ability. Analysis of research data using t test with significance level of 0.05. Data analysis obtained the average data value of 4 models of fall training on judo athletes for beginners is feasible and effective to improve the fall in the beginner athlete. In the significance test the difference from the data of 4 techniques that the difference from pre test and post rear fall test from stand (1) Test 0.00 0.05. (2) Front fall test from standing: 0.00 0.05 (3) Fall test falls forward: 0.01 0.05 (4) Left-left fall test:0.00 0.05 indicates that there is a significant difference between before and after the effect of treatment Model of fall training on judo athletes for beginners and can increase the fall of judo athletes.


2019 ◽  
Vol 4 (2) ◽  
pp. 133-136
Author(s):  
Romli Riski Setiawan

AbstrakPenelitian ini bertujuan untuk menghasilkan model-model latihan heading sepakbola berbasis sirkuit untuk meningkatkan keakurasian heading  pada permainan sepakbola. Metode penelitian yang digunakan dalam penelitian ini yaitu metode penelitian dan pengembangan (Research and Development) dari Borg dan Gall dengan menggunakan 10 tahapan dan dengan subjek penelitian adalah atlet sepakbola berusia 14-17 tahun di sekolah sepakbola di Provinsi Jambi. Penelitian ini diawali dengan analisis kebutuhan, perencanaan, membuat produk, ujicoba, revisi dan produk final. Uji efektivitas model menggunakan Main Field Test yang digunakan untuk mengetahui tingkat kemampuan heading atlet sebelum dan sesudah pemberian perlakuan model latihan keterampilan heading sepakbola berbasis sirkuit yang dikembangkan. Hasil penelitian menunjukan bahwa produk model latihan ini layak digunakan, pada hasil ujicoba kelompok kecil dan kelompok besar dapat menerangkan bahwa model tersebut secara keseluruhan dapat dilakukan dengan baik. Dalam hasil uji efektifitas menunjukan peningkatan latihan heading hasil tes awal dan tes akhir setelah diberi perlakuan model latihan, hasil tersebut menunjukan bahwa model latihan heading sepakbola berbasis sirkuit yang dihasilkan dapat digunakan dan efektif dapat meningkatkan kemampuan heading atlet usia 14-17 tahun. Berdasarkan hasil dari output dengan menggunakan SPSS 16 bahwa nilai rata-rata hasil heading  sepak bola sebelum diberikan model latihan adalah 18.04 dan setelah diberikan perlakuan dengan model latihan 23.78 artinya bahwa nilai rata-rata heading sepakbola adanya peningkatan AbstractThis research aims to produce heading soccer based training models to improve the accuracy of headings in soccer games. The research method used in this study is the research and development method (Research and Development) of Borg and Gall by using 10 stages and with the research subjects are soccer athletes aged 14-17 years in football schools in Jambi Province. This research begins with needs analysis, planning, product making, testing, revision and final products. The effectiveness test of the model using the Main Field Test is used to determine the level of athlete's heading ability before and after the treatment of the training model based on circuit-based soccer skills developed. The results of the study show that the product model of this exercise is feasible to use, in the results of small group trials and large groups can explain that the model as a whole can be done well. In the results of the effectiveness test showing an increase in heading training results from the initial tests and final tests after being given a training model treatment, these results indicate that the resulting circuit based soccer heading training models can be used and can effectively improve the heading ability of athletes aged 14-17 years. Based on the results of the output using SPSS 16 that the average value of soccer heading before being given a training model is 18.04 and after being given treatment with a training model 23.78 means that the average value of soccer headings is increased


2020 ◽  
Vol 2 (2) ◽  
pp. 61-68
Author(s):  
Resa Sukardi Massa

The purpose of this study is to develop a training model or variations of movements to be able to improve the ability to jump serveas a solution to overcome existing problems. This research uses Research and Development research methods. Small group trials are carried out with a sample of 6-12 male volleyball athletes. While the field trials were carried out on 30 volleyball male athletes. The results showed that the volleyball jump servetraining model was effective in developing the male volleyball jump serveability. The volleyball jump servetraining model developed and made by researchers is a product that aims to assist the trainer in developing volleyball jump servetraining programs, in an effort to improve the men's volleyball jump serveability, and as a reference for training materials.


2018 ◽  
Vol 4 (2) ◽  
pp. 55-60
Author(s):  
Muh Abd Harits Al Farisi

The purpose of this research and development is to produce a model of agility exercise on badminton. This research uses Research & Development (R & D) development method from Borg and Gall. Stages in this research and development are, at the stage: (1) needs analysis, (2) expert evaluation (initial product evaluation); (3) limited testing (small group trial); (4) main test (field testing), (5) Model effectiveness test. The effectiveness test uses the court agility test to determine the level of athlete's fame in mastering the entire game area. Analysis of research data using T test with significance level 0,05. Data analysis is obtained by average value of test data agility as follows pretest: 505.40 and posttest 468.53. So this model of badminton agility training is effective in improving the agility of badminton athletes. Based on the results of the development can be concluded that: (1) With the model of agility exercise for badminton athletes can be developed and applied in the exercise at the club (2) With the agility training model for badminton athletes that have been developed, obtained evidence of this increase in the show on the test data pretest and posttest results of significant differences between before and after the treatment of the model.   Keywords: Development, Model, Agility, Badminton


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 Suhairi ◽  
Moch. Asmawi ◽  
James Tangkudung ◽  
Achmad Sofyan Hanif ◽  
Firmansyah Dlis

<p class="0keywords"><strong>—</strong><em> </em>SMASH's skill is a technique that can be done by a person in a hard swooping towards your opponent to produce numbers. Interactive multimedia technology is expected to be a guideline for athletes in looking at more variation models of SMASH. The aim of development research is to produce an interactive multimedia volleyball playing skill training model. The method used in this research is development research design by Borg and Gall. The approach used in this study is a qualitative and quantitative approach. This study is hoped to improve volleyball skills by looking at the interactive multimedia volleyball playing practice model. This study concludes that interactive multimedia-based volleyball skill playing model can be used in the actual application of exercises.</p>


2018 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Titon Agung Saputro ◽  
Kriswandani Kriswandani ◽  
Novisita Ratu

Abstrak: Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan tujuan mengembangkan media pembelajaran game edukasi berbasis platform game untuk siswa kelas VII SMP. Penelitan ini menggunakan desain penelitian Borg & Gall yang terdiri dari sepuluh langkah. Teknik pengumpulan data terdiri dari observasi, kuesioner dan tes. Hasil dari penelitian pengembangan ini adalah aplikasi game platform dengan materi aljabar. Dampak dari media pembelajaran game edukasi platform game  adalah media pembelajaran berpengaruh terhadap hasil belajar siswa. Hal ini berdasarkan pada uji Mann-Whitney dengan nilai signifikan 0,000<0,05 yang berarti terdapat perbedaan rerata sebelum dan sesudah pemberian media pembelajaran game edukasi berbasis platform game atau terdapat pengaruh game edukasi platform game pada materi aljabar terhadap hasil belajar siswa.  Selain itu, nilai N-Gain yang diperoleh adalah 0,49 yang berarti terjadi peningkatan sedang terhadap hasil belajar siswa. Abstract: The type of this research is research and development with the aim of developing game-based learning media game of platform game for VII class student of SMP using application of Construt 2. This research use Borg & Gall research design which consist of ten stages. Data collection techniques consist of observations, questionnaires and tests. The results of this development research is a platform game application with algebraic material. The impact of instructional media game game education game is the media influence on student learning outcomes. This is based on the Mann-Whitney test with a significance value of 0.000 <0.05 which means there is an average difference before and after the delivery of learning media game-based platform learning or the influence of algebraic game education game. material in algebra on student learning outcomes. In addition, the N-Gain value obtained is 0.49 which means a moderate increase in student learning outcomes.


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.


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