scholarly journals Development of Instructional Media For Outside Shooting Basic Technique Practice in Mini Basketball Club

2018 ◽  
Author(s):  
Baskoro Nugroho Putro

Coach and athlete get involved on communication process during training process. Many athlete can not place their hand properly when they want to shoot. The mistake happens because the communication between coach and athlete do not run smoothly. Because of that mistake they need media to reduce the barriers on their communication process. Objective of this research is develop a media which can help mini basketball athlete in order to get easier to learn outside shooting and help coach to send information about outside shooting to their athlete. Outside shooting is an important basic technique because it’s the only way to make score. This research use Borg and Gall’s research and development method. Research subjects are 2 coaches on interview process, 1 coach and 8 athletes on field preliminary field test process, and 2 coaches and 30 athletes on main field test process. Beside the field test process, there is a validation for media design to make media become more interesting, easier and has clear guidance to use. The result show that media can help coach on their process to send their information about outside shooting and make the athlete feel easier to learn outside shooting. Coach and athlete also feel that the media is interesting, easy to use and has clear guidance to use. The conclusion is media can help coach to send outside shooting materi to their athlete and help athlete to understand the materi.

2020 ◽  
Vol 7 (1) ◽  
pp. 61-77
Author(s):  
Ahmad Zubaidi

This study aimed to develop the feasibility of the Mahârah al-Istimâ’ test instrument for electronic-based Arabic students using the Kahoot! application at UIN Sunan Kalijaga Yogyakarta. The method used in this research is the research and development of  Borg and Gall model through analysis, design, and testing. Eligibility is based on the expert validator test and the final operation field test. The results of the study can be concluded that: 1) Preparation of the Test Instrument refers to the 5 objectives or indicators of Mahmud Kamil an-Naqah into 50 questions in product design using the Kahoot! application, 2) From the results of the expert validator it is known that the results of the material quality are obtained by an average 5.37 and the media quality of the application is obtained by an average of 4.75 (very feasible), 3) After being obtained from the main field test to 20 students there are 6 questions or 12% that are not feasible because they are invalid and have not discrimination index, then the author revise and test the revision results to 70 students with 100% valid results and are suitable for use.


2021 ◽  
Vol 1 (3) ◽  
pp. 300-310
Author(s):  
Selvi Nanda Oktavia ◽  
Ardyanto Tanjung ◽  
Listyo Yudha Irawan

Learning media is a tool for students to make learning easier. Mind map digital is a learning media in the form of mind maps with the help applications of mindset mind manager presentation. The main objective of developing mind maps is to produce digital-based products for class X students on material atmospheric. This media can be a reference for the latest material, examples and learning resources around the atmosphere to provide students with an easy understanding of the lesson. The mind map digital developed has been tested internally by media experts and material experts. The final results are in the form of a digital mind map product design that has been revised based on suggestions and recommendations from each validator. This research and development use the modified ADDIE’s model only in the ADD section with research procedures namely goal formulation, media design, media validation. The research subjects were 28 students of class X IPS 4 in SMA 2 Batu. The research data used included the results of the media feasibility questionnaire, while the techniques data analysis used descriptive analysis to process the trial data. The results showed that digital mind maps were feasible to be used in the learning process with each gaining scores from material experts 98 percent and media experts 79 percent. Then the assessment or product response from students as research subjects get a value of 80.02 percent. Media pembelajaran merupakan alat bantu untuk peserta didik agar memberikan kemudahan dalam belajar. Mind map digital adalah media pembelajaran dalam bentuk peta pikiran dengan berbantuan aplikasi presentasi mindjet mindmanager. Tujuan utama pengembangan mind map adalah menghasilkan produk berbasis digital untuk peserta didik kelas X pada materi atmosfer. Media ini dapat menjadi rujukan materi, contoh, dan sumber belajar terbaru seputar atmosfer untuk memberikan peserta didik kemudahan dalam memahami pelajaran. Mind map digital yang dikembangkan telah di uji internal oleh ahli media dan ahli materi. Hasil akhir berupa rancangan desain produk mind map digital yang telah direvisi berdasarkan saran dan rekomendasi dari masing-masing validator. Penelitian dan pengembangan ini menggunakan model ADDIE yang dimodifikasi hanya pada bagian ADD dengan prosedur penelitian yaitu perumusan tujuan, desain media, validasi media. Subjek penelitian adalah 28 peserta didik kelas X IPS 4 SMA 2 Batu. Data penelitian yang digunakan meliputi hasil angket kelayakan media, sedangkan teknik analisis data menggunakan analisis deskriptif untuk mengolah data hasil uji coba. Hasil penelitian menunjukkan bahwa mind map digital layak digunakan dalam proses pembelajaran dengan masing-masing memperoleh nilai dari ahli materi 98 persen dan ahli media 79 persen. Kemudian penilaian atau tanggapan produk dari peserta didik selaku subjek penelitian mendapatkan nilai 80,02 persen.


Author(s):  
Abdul Muhith ◽  
Ulfa Wulan Agustina ◽  
Yuyun Bahtiar ◽  
Nurul Afidah

Researchers aim to develop Interactive Magic Card as a medium that is suited to learning needs. There are 2 objectives in this study; 1) developing Interactive Magic Card as a learning medium; 2) find out the feasibility of the media. This research uses the Research and Development method which was adapted from Borg and Gall. This English learning media is an HTML5-based Flash Card application that was developed to help students in mastering vocabulary and improve their Speaking and Writing skills.The results of this study indicate that; 1) the results of the material expert validation are 89; 2) the results of media expert validation are 84; 3) main field test results are 91. Based on the results of the study, the researchers concluded that Interactive Magic Cardis suitable for use as a medium for learning English


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


Res Rhetorica ◽  
2020 ◽  
Vol 7 (1) ◽  
Author(s):  
Paweł Gondek

The paper examines man’s involvement in the communication process. While elucidating communication one needs to take into account the subjective factors which condition its existence. The article particularly highlights the personal dimension of human existence and an integrated action of his powers thanks to which man constitutes the subject and motive for all forms of communication activity. The basic types of communication are affected by virtue of a relation to human powers: intellective-cognitive and volitive-emotive. Yet, it is persuasive communication that, methodologically ordered within the framework of rhetoric, seems to fully recognize the communication determinants characteristic of man’s nature. The progressing technicization of the media also needs to be perceived through an integrated personalistic perspective accepting the subjective determinants of man participating in the communication process.


2020 ◽  
Vol 3 (2) ◽  
pp. 141-151
Author(s):  
Vivi Kafilatul Janah ◽  
Edi Hendri Mulyana ◽  
Elan Elan

ABSTRACTThis study is based ob the background behind the learning process that is less varied and the skill of communicating children is still low. Enthusiastic children to communicate what has been observed and done is still very lacking, children only communicate verbally. Though the process of communicating can be conveyed nonverbally, for example images, movements, and tables. Based on observations, the teacher also gives less opportunities for children to try and express their opinions. The media used is also very limited, so the learning process becomes less fun for children. Even though scientific learning should be a fun learning for children because children can try the media in the scientific learning activities. The purpose of this study was to improve the communication skills in class B RA Al-Istiqomah in Tasikmalaya City. This study uses Classroom Action Research (CAR). This study was conducted in three cycles using the Kemmis Mc model. Taggart. The research subjects were children of group B RA Al-Istiqomah in Tasikmalaya City totaling 16 children. The object of this research is the skill to communicate. Rainbow Water science games are games used in learning to improve communication skills. Data collection techniques use documentation and documentation, while data analysis techniques use quantitative descriptive. The instrument used is a structured observation sheet with the achievement of indicators for each activity. The results of the research that have been carried out show that there is an increase in the skills of communicating through science games. This is evidenced by an increase in the ability of teachers to plan learning, the ability of teachers in the process of implementing learning through science games from each cycle. The final result of the skill in communicating the child is in good criteria, the end result of the teacher's ability to plan learning is in very good criteria, and the end result of the teacher's ability to carry out the learning is in very good criteria. ABSTRAKPenelitian ini di latar belakangi dari proses pembelajaran yang kurang variatif dan keterampilan mengkomunikasikan anak masih rendah. Antusias anak untuk mengkomunikasikan apa yang telah diamati dan dilakukannya masih sangat kurang, anak hanya mengkomunikasikan dengan cara verbal. Padahal proses mengkomunikasikan dapat disampaikan secara nonverbal, misalnya gambar, gerakan, dan tabel. Berdasarkan pengamatan, guru juga kurang memberi kesempatan anak untuk mencoba dan mengeluarkan pendapatnya. Media yang digunakan juga sangat terbatas, sehingga proses pembelajaran menjadi kurang menyenangkan bagi anak. Padahal seharusnya pembelajaran saintifik merupakan pembelajaran yang menyenangkan bagi anak karena anak dapat mencoba media dalam kegiatan pembelajaran saintifik tersebut. Tujuan penelitian ini adalah untuk meningkatkan keterampilan mengkomunikasikan di kelas B RA Al-Istiqomah Kota Tasikmalaya. Penelitian ini menggunakan Penelitian Tindakan Kelas (PTK). Penelitian ini dilaksanakan sebanyak tiga siklus dengan menggunakan model Kemmis Mc. Taggart. Subjek penelitian adalah anak kelompok B RA Al-Istiqomah Kota Tasikmalaya yang berjumlah 16 anak. Objek penelitian ini adalah keterampilan mengkomunikasikan. Permainan sains Rainbow Water adalah permainan yang digunakan dalam pembelajaran untuk meningkatkan keterampilan mengkomunikasikan. Teknik pengumpulan data menggunakan dokumentasi dan dokumentasi, Sedangkan teknik analisis data menggunakan deskriptif kuantitatif. Instrument yang digunakan berupa lembar observasi terstruktur dengan capaian indikator setiap kegiatannya. Hasil penelitian yang telah dilaksanakan menunjukkan bahwa adanya peningkatan keterampilan mengkomunikasikan melalui permainan sains.


Akademika ◽  
2020 ◽  
Vol 9 (01) ◽  
pp. 127-138
Author(s):  
Nasir Nasir

This research aims to determine the results of the development of web-based learning media for Islamic Religious Education (PAI) which is valid and practical. This learning media development model refers to the 4-D development model (Four D-Model). This research was conducted at Unismuh Makassar Junior High School with research subjects 30 students and 1 teacher Islamic Education. The instruments used were validation sheets, student activity, teacher response and students. The data collection techniques used observation sheet instruments and student and teacher response questionnaires. The analysis used is descriptive qualitative statistical analysis. Based on the results of research and development shows that the media developed after validation is declared valid and reasonable for testing. The results of testing practicality show that the web-based learning media is practical because it has fulfills the criteria with the results: 1) students' activities in learning are carried out as expected, 2) teachers give excellent responses and, 3) students provide good response to the learning media. So it can be concluded that in the development of learning media activities fulfill valid and practical criteria used in the learning process especially in PAI subjects in class VIII.


2021 ◽  
pp. 171-175
Author(s):  
A. N. Timokhovich ◽  
O. I. Nikuradze

The article deals with the development of media spaces of virtual fan communities. The aim of the research was to reveal the specifics of online communication of virtual fan communities with the audience. The paper investigates the dialectics of the concepts of fan-community, media space, fandom. The article considers the main approaches to studying media space by Russian and foreign authors. The study describes the traditional offline communication practices of the fandoms. The authors substantiate the problem of the existence of a variety of communication channels of the fan communities with the audience (negative interpretation of content, limitations in monetization and evaluation of the effectiveness of communication practices, the growth of costs for the diversification of content, taking into account the features of different platforms). The paper identifies the trend of centralization of fan communities and the possibilities of technological support of user experience at all stages of the communication process as part of the use of online platform. The article gives an analysis of the media environment and media spaces of South Korea’s fan communities on the example of the South Korean case of the development of the fandom media space in the format of the Weverse mobile application. The study considers the techniques of interaction with the audience in the offline interaction limitations. The authors formulate conclusions about the specifics of the extended functionality of the platform, about the provided ways of organizing the virtual fan media space with the help of the platform; about the coming trend of transferring fan activities into the virtual environment.


2019 ◽  
Author(s):  
Rindang Hayom Sasami ◽  
Sujarwo Sujarwo

This research aimed to analyse the feasibility of the use of maquette and the effectiveness of maquette in improving students’ critical thinking ability. The research model employed was the development research model developed by Borg & Gall. The research subjects were third graders. The testing was divided into preliminary field testing, main field testing, and operational field testing. The analysis of the medium feasibility was based on the assessment by media experts, the assessment by subject matter experts, students’ response, and teacher’s response. The analysis of maquette effectiveness was carried out using a t-test (two independent samples) to figure out the difference and gain score of the experimental class for the purpose of identifying the improvement after the use of maquette. In the feasibility analysis, a score of 88 in the category “feasible” was gained from the assessment by a media expert and a score of 85 in the category “highly feasible” was gained from the assessment by a subject matter expert. From the preliminary field testing, scores of 60.5 and 65 in the category “highly feasible” were gained for the students’ response and teacher’s response, respectively. Meanwhile, from the main field testing, scores of 56.1 and 66.5 in the category “highly feasible” were gained for the students’ response and teacher’s response to the maquette use, respectively. The t-test results show a significant value in the critical thinking, namely.000 <.05, indicating a significant difference between the control class and the experimental class. The gain score was 0.5 and fell into the “moderate” category. Thus, it can be concluded that maquette is effective in improving critical thinking ability.


2019 ◽  
Vol 17 (Suppl.1) ◽  
pp. 717-722
Author(s):  
Nikolina Dimitrova

An “active” experiment has been realized for cinematic and dynamographic analyses of the motor action with one of the basic judo techniques of Kyu-dan system Seoi nage. From one hand the general common and legal principles assuring the success of the technique are respected and the individual particularities demonstrated during the performance of elite sportsman. The aim of the present work is research and realization of complex biomechanical analyses of the technique Seoi nage. The cinematic characteristics are assessed from quantity point of view with the help of videocomputing methods and the dynamic ones by using measurement of the supporting reactions on the dynamograhic platform. Two elite competitors for whom Seoi nage represents the basic technique are taking part in the research. The results followed the performance are common biomechanical regularities and important individual particularities in the sport technical mastership. The obtained results are followed by questions to the training process concerning the measurement between the standards and the individualization of the sport technical mastership.


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