scholarly journals The development of volleyball games learning for students

2019 ◽  
Vol 5 (1) ◽  
pp. 16
Author(s):  
Destriani Destriani ◽  
Destriana Destriana ◽  
Endang Switri ◽  
Herri Yusfi

This study aimed to produce the development of proper volleyball games learning for students. The research method used in this study was Research and Development. The development steps were done by using Analysis, Design, Development, Implementation and Evaluation which were often referred to the ADDIE model. The subjects in this study were the students of Physical and Health Education Study Program of Teacher Training and Education Faculty of Sriwijaya University. The results of this study indicated that overall the development of volleyball games learning is feasible to be used. The data analysis technique used was quantitative descriptive analysis. The results of this study included the development of facilities, infrastructure, and rules of volleyball games. In the facilities aspect was by changing the height of the net to 2.15 meters. In the infrastructure aspect modified the size of the field to be 16x9 meters. While in the rules of the game aspect combined female and male students. The feasibility of the development was obtained from the results of the assessment of material experts which were obtained an average of 80.67% included in the good category while the effectiveness was obtained from the learning outcomes of the implementation phase of students with the outcome on the psychomotor aspect was 77.08% included in the sufficient category. The implementation of this development research was that the educators could use as an alternative in teaching and could improve the students’ learning outcomes on psychomotor aspect.

2021 ◽  
Vol 4 (1) ◽  
pp. 54
Author(s):  
Ni Made Adelia Sari ◽  
Ida Bagus Surya Manuaba

Currently, conventional teaching materials and learning media have not met the learning demands in the 4.0 evolutionary era. It results in many students who do not understand the subject matter, so that the learning objectives have not been achieved optimally. This study aims to produce an inquiry-based interactive electronic module to support learning. This type of research is development research using the ADDIE model, which includes the analysis, design, development, implementation, and evaluation stages. The techniques used in collecting data are observation, interviews, and questionnaires. The instrument used to collect data is a questionnaire. The analysis used is qualitative descriptive analysis technique and quantitative descriptive analysis. The research results review subject matter experts who get very good qualifications (100%). The results of the learning design expert review are very good (90%). The results of the learning media expert review are good (86.7%). The individual test results are very good (97,3%). The small group test results are very good (95.7%). It can be concluded that the inquiry-based interactive e-module is very valid and feasible to use in learning. This research implies that teachers can use the developed media to help students learn.


Author(s):  
Nurhayati Nurhayati ◽  
Dina Ampera ◽  
Surniati Chalid ◽  
Farihah Farihah ◽  
Baharuddin Baharuddin

This research development is motivated by low learning outcomes Art Culture students of class XI software engineering 1 SMK Negeri 14 Medan. This study aims to (1) describe the design of blended learning development, (2) to describe the validity of the blended learning development result, and (3) to know the effectiveness of the use of blended learning on the subjects of Art Culture. The type of this research is development research using ADDIE model. Data in the study was collected using document recording method, questionnaire, and test. Instruments used in data collection are document recording reports, questionnaire sheets, and multiple-choice objectives. The collected data were analyzed by qualitative descriptive analysis technique, quantitative descriptive analysis technique, and inferential statistical analysis technique/inductive t-test. The results of the research show that (1) the design of blended learning development through ADDIE model consisting of analysis, design, development, implementation, and evaluation, (2) validation product validated from expert and user review with (a) subjects showed excellent predicated blended learning (90.53%); (b) the results of the design review indicated that blended learning was very good (93%); (c) the results of the media review indicated that blended learning was very good (95%); (d) individual trial results, small group trials, and field trials showed that blended learning predicate very good (98.82%), good (87.84%), and very good (92.55%), (3) on the efficacy test of blended learning shows that the result of t-count (22.07) t-table (2.007). This means, there are significant differences in student learning outcomes between before and after using blended. Thus blended learning is developed effectively to improve Art Culture learning outcomes.


2021 ◽  
Vol 4 (2) ◽  
pp. 200
Author(s):  
Iesyah Rodliyah ◽  
Sari Saraswati

The purpose of this study is to describe the results of the development of statistical questions presented by utilizing Microsoft Power Point applications based on Visual Basic for Applications. The development model in this study uses the ADDIE model which stands for analysis, design, development, implementation, and evaluation. This research trial used several subjects including two validators, namely material experts and media experts, as well as mathematics education students who took statistics courses. Data collection techniques were carried out through test and questionnaire methods. While the data analysis technique used quantitative descriptive analysis. This development research resulted in a product in the form of statistical test questions in the form of multiple choice questions consisting of five questions and packaged in a macro VBA-based Microsoft Power Point application. The results showed that the questions developed met the valid, reliable, and sensitive categories. In addition, the products developed have also met the criteria of being valid, practical, and effective for use.


2019 ◽  
Vol 3 (2) ◽  
pp. 168
Author(s):  
Zubaidah Amir MZ ◽  
Fitria Anggraini ◽  
Kusnadi Kusnadi ◽  
Alfiah Alfiah

This research is a development research using a 4-D model, but in this study, researchers modified it to 3-D (Define, Design, Development). This study aims to produce PBL-based Student Worksheet (DMSW) Integrated Islamic Values that are valid, practical, and effective. This research was conducted at SDIT Raudhaturrahmah sub-district Marpoyan Damai, Pekanbaru, Riau. The subject of this study were material experts and media from lecturers and teachers, as well as Raudhaturrahmah Pekanbaru students. The sample in this study was class V Al-Halim as the experimental class and class V Al-Fattah as the control class. The object of this research is PBL Mathematical DMSW Integrated Islamic Values. The type of data used is in the form of quantitative and qualitative data. The instruments of data collection were questionnaires, interviews and posttest. The data analysis technique used is quantitative descriptive analysis and qualitative descriptive analysis. Based on the validity test, the DMSW based on PBL-Based Islamic Values was stated as a very valid category with a percentage of validity level of 87.61%, and very practical with a percentage of practicality of 84.39%. And effective, because based on the results of t test analysis, there are differences in learning outcomes between experiments using problem-based mathematics DMSW integrated Islamic values with the control class that does not use problem-based DMSW integrated Islamic values. besides, the percentage of student learning completeness reaches 85%.


Author(s):  
Winda Saputri

The purpose of this study was to find out (1) the application of internet media and (2) to increase the learning outcomes of fashion decoration subjects through the application of internet media. This type of research is classroom action research. Data collection techniques use observation techniques, field notes, performance tests, and documentation. The data analysis technique uses quantitative descriptive analysis techniques. The results of this study indicate that (1) the application of internet media is carried out through planning, implementation and evaluation activities. (2) The application of internet media can improve the learning outcomes of making fashion ornaments. The average ability of learning outcomes for making fashion ornaments in pre-action is 54% with sufficient categories, increasing in the first cycle to 70.50% with good categories and increasing in the second cycle to 78.33% in the very good category.


2021 ◽  
Vol 18 (2) ◽  
pp. 142
Author(s):  
Mely Tri Octavina ◽  
Susanti Susanti

Perkembangan IPTEKS di era revolusi industri 4.0 serta berlakunya sistem kurikulum 2013 dalam pembelajaran, guru diharapkan dapat menyesuaikan perkembangan zaman yang ada. Salah satu cara untuk memanfaatkan teknologi yang ada adalah dengan mengembangkan media interaktif dengan memanfaatkan smartphone android. Dengan memanfaatkan smartphone android berbantu aplikasi yang menarik peserta didik dapat belajar kapanpun dan dimanapun sehingga pembelajaran berlangsung dengan baik.Terdapat beberapa aplikasi yang beragam untuk mendukung media interaktif salah satunya yakni Lectora Inspire. Tujuan dari penelitian ini ialah untuk mengembangkan media interaktif program Lectora Inspire berbasis android pada materi jurnal penyesuaian perusahaan jasa. Penelitian ini adalah jenis penelitian pengembangan yang mengadaptasi model pengembangan 4D yang dikembangkan oleh Thiagarajan meliputi tahap pendefinisian, perancangan, pengembangan dan penyebarluasan. Namun dengan keterbatasan waktu yang dimiliki penelitian ini hanya sampai pada tahap pengembangan. Subjek uji coba penelitian adalah ahli materi, ahli media dan 20 peserta didik kelas XI Akuntansi dan Keuangan Lembaga 4 SMK Negeri 10 Surabaya. Menggunakan angket sebagai instrumen penelitian, serta menggunakan analisis deskriptif kuantitatif sebagai teknik analisis data. Untuk mengetahui tingkat kelayakan media interaktif dilakukan beberapa langkah yakni telaah media, revisi, validasi, dan uji coba yang dilakukan secara terbatas. Hasil validasi yang diperoleh dari ahli materi menunjukkan rata-rata sebesar 81,30%, ahli media 84%, dan respon peserta didik sebesar 93,33%. Sehingga dapat disimpulkan bahwa Media Interaktif Program Lectora Inspire berbasis android sangat layak dijadikan sebagai media pembelajaran Akuntansi.The development of science and technology in the era of the industrial revolution 4.0 and the implementation of the 2013 curriculum system in learning, teachers were expected to be able to adapt to the existing developments. One way to take advantage of existing technology was to developed interactive media using an android smartphone. By utilizing an android smartphone with an attractive application, students could learn anytime and anywhere. Therefore the learning process went well. Several different applications supported interactive media, one of it which was Lectora Inspire. The purpose of this study was to developed interactive media for the Android-based Lectora Inspire program on service company adjustment journal material.This research was a type of development research that adapted the 4D development model developed by Thiagarajan which includes the stages of definition, design, development, and dissemination. However, due to the limited time, this research had, it only reached the development stage. The subjects of the research trial were material experts, media experts, and 20 students of class XI Accounting and Financial Institutions 4 SMK Negeri 10 Surabaya. Using a questionnaire as a research instrument, and using quantitative descriptive analysis as a data analysis technique. To determine the feasibility level of interactive media, several steps were taken, they are media review, revision, validation, and limited trials. The validation results obtained from material experts showed an average of 81.30%, media experts 84%, and the response of students was 93.33%.From the result above it can be concluded that the Interactive Media of the Android-based Lectora Inspire Program is very worthy of being used as a medium for learning Accounting.


2021 ◽  
Vol 8 (2) ◽  
pp. 159
Author(s):  
Waginah Dwi Nuryaningsih

This study aims to describe the increase in activeness and learning outcomes of writing explanatory text in Indonesian subjects by implementing the Discovery Learning model through the online-based Whatsapp Group assisted by Google Classroom during the Covid-19 pandemic. The method used was classroom action research with a research design using the model of Kemmis and Mc Taggart which consisted of planning, implementing, observing, and reflecting stages. The subjects of this study were students of class VIII A SMP Negeri 3 Bojong, Pekalongan Regency. The technique of collecting data by means of interviews, observation, questionnaires and tests. While the data analysis technique used qualitative and quantitative descriptive analysis. The results of the research in the pre-cycle showed student activeness was 6.25%, in the first cycle it increased to 28.13%, and in the second cycle it increased by 15.62%. From the test results in the pre-cycle the average value was 69, in the first cycle it increased to 73, and in the second cycle it became 76. Students who achieved learning completeness in the pre-cycle 12,%, in the first cycle were 15.63, and in the second cycle it became 84.38%. It can be concluded that with the application of the Discovery Learning learning model through Google Classroom assisted by online-based Whatsapp Group during the Covid-19 pandemic, it can increase the activeness and learning outcomes of competency / explanatory text material for class VIII A students of SMP Negeri 3 Bojong.


Author(s):  
I Dewa Gede Lawa

This study aims to improve the activities and learning outcomes of Class V students at SD Negeri 37 Cakranegara through the application of the example non example cooperative learning technique approach. This research method uses classroom action research which is carried out in two cycles. The research instrument used observation and tests. The data analysis technique used in this research was qualitative and quantitative descriptive analysis. The final results of the action in cycle II showed that the results of teacher observations obtained an average score (4.45) and the results of student observations reached an average score (4.48). While the learning outcomes of students reached an average value (79.14), meaning that the indicators of success (> 75.00) had been exceeded. Because the indicators of success have been proven, this study was declared successful and was stopped in cycle II.


2021 ◽  
Vol 8 (1) ◽  
pp. 93
Author(s):  
Abdul Rachmat

This study aims to improve student activity and learning outcomes through the application of the think pair share type of cooperative learning at SMK Negeri 4 Gowa. This research method used classroom action research. The subjects of this study were students of class XI TKJ1. The research instrument used observation, tests, and documentation. The data analysis technique used in this research was qualitative and quantitative descriptive analysis. The results of this study indicate that the Think Pair Share type of cooperative learning model can increase activity and learning outcomes. This is evidenced by the increase in student completeness scores from cycle I 41.18% to 85.30% in cycle II and student activity in terms of volunteering to answer questions, working on questions individually, working with group friends increased.


2020 ◽  
Vol 8 (1) ◽  
pp. 147
Author(s):  
Siti Rabiatul Fajri ◽  
Titi Laily Hajiriah ◽  
Islahiyah Islahiyah

This study aims: 1) to find out the increase in student learning outcomes; and 2) to find out students' responses after applying BoneLab learning media in class VIII at MTs. Nahdlatul Mujahidin NW Jempong. The research method uses Classroom Action Research (CAR), which consists of 2 cycles, each cycle containing the stages of preparation, implementation, observation, and reflection. The research instruments consisted of: 1) teacher observation sheet activity; 2) student observation sheet activity; 3) learning achievement test sheets; and 4) student questionnaire response sheets. The data analysis technique used is quantitative descriptive analysis with percentages. The results of the study stated that, the activities of teachers in the first cycle carried out "very well" with an average percentage of 86.48%. Whereas in the second cycle, it performed "very well" with an average percentage of 89.60%, an increase of 3.12%. Activities of students in the first cycle, the average percentage obtained was 89.30% with the category "very good". While in cycle II, the average percentage obtained was 91.5% with the category of "very good", an increase of 2.2%. The percentage of the number of students experiencing mastery learning outcomes of students in the first cycle was 46%, and in the second cycle was 66%. The percentage of students' responses to learning is 82.8%.


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