scholarly journals Design of Digital Based Volley Ball Basic Techniques Test Instrument

Author(s):  
Asep Suharta ◽  
Amir Supriadi ◽  
Nurkadri Nurkadri

This study aims to design a digital-based volleyball basic technical skill test instrument using internet technology as its application. This study uses a research and development design method (Research and Development) used in this study is the Borg and Gall development model with 7 steps of potential problems, data collection, product design, product validation, design revision, product trial, product revision, trial usage, product revision, and production. This learning product was developed in the design of a digital-based volleyball basic technique test instrument. The products of this research are 1) produce a basic volleyball technical test instrument application product used in smartphones, 2) produce a villi ball basic technical instrument product that is easily accessible via the internet

2021 ◽  
Vol 3 (9) ◽  
pp. 720-729
Author(s):  
Muhammad Rifqi Mafatikhul Huda ◽  
Ari Wibowo Kurniawan

Abstract: Learning media is a means used to improve the learning process, the delivery of material content by educators to students by using assistive devices. The purpose of this research is to develop learning media for variations of badminton games for KKG PJOK elementary school teachers for grade IV which is packaged in an attractive way in the form of an articulate storyline application 3. The method used in this study uses the Lee and Owen research and development model, by following 5 procedures. stages. The results of data analysis showed that 91 percent of media experts, 75 percent of PJOK experts, 75 percent of learning experts, 95 percent of game experts, and 95 percent of badminton experts stated that the product was good. The results of the overall product trial involved 33 KKG teachers with 8 percentages of small group trials (81.3 percent) and 25 percentages of large group trials (82.1 percent). Based on these data, it can be concluded that this product is valid and suitable for use by PJOK teachers at SD Sananwetan District, Blitar City. Abstrak: Media pembelajaran merupakan sarana yang digunakan untuk menyempurnakan proses pembelajaran, penyampaian isi materi oleh pendidik kepada peserta didik dengan menggunakan alat bantu. Tujuan dari penelitian ini adalah untuk mengembangkan media pembelajaran variasi permainan bulutangkis untuk guru KKG PJOK SD kelas IV yang dikemas secara menarik dalam bentuk aplikasi articulate storyline 3.  Metode yang digunakan dalam penelitian ini menggunakan model pengembangan research and development Lee and Owen, dengan mengikuti 5 prosedur tahapan. Diperoleh hasil analisis data yang menunjukkan 91 persen ahli media, 75 persen ahli PJOK, 75 persen ahli pembelajaran, 95 persen ahli permainan, 95 persen ahli bulutangkis menyatakan bahwa produk baik. Hasil uji coba keseluruhan produk melibatkan 33 guru KKG dengan pembagian uji coba kelompok kecil 8 persentase (81,3 persen) dan uji coba kelompok besar 25 persentase (82,1 persen).  Berdasarkan data tersebut dapat disimpulkan bahwa produk ini valid dan layak digunakan oleh guru PJOK SD Kecamatan Sananwetan Kota Blitar.


2014 ◽  
Vol 608-609 ◽  
pp. 265-268
Author(s):  
Kang Zhou

This paper attempts to take industrial design as the breakthrough point, research and development of industrial design method and application in small household electrical product, and with the deeply research on this theory, the new design method are analyzed after the understanding of basic existing development model, and find the problems and proposed solutions, finally we wish to take industrial design as oriented to product development.


2021 ◽  
Vol 1 (6) ◽  
pp. 763-774
Author(s):  
Alifa Nur Nafisah ◽  
Moh. Ainin ◽  
Achmad Tohe

Abstract: Speaking skills are one of the language learning skills that must be mastered. The difficulty of pronouncing vocabulary and expressing a sentence are the most common problems that happen to elementary students. Therefore, to solve those problems, learning media that can help and support the students so they can get used to speaking Arabic is needed. The aims of this research are to develop the Talk or Dare Game Cards as a learning media for speaking skills and describe the feasibility of Talk or Dare game cards as the learning media for the fifth-grade students. The procedure used in this research is Research and Development, including these following seven methods: (1) potential problems, (2) data collection, (3) planning, (4) product design, (5) design validation, (6) product revision, (7) product trial. The process of developing a learning media in this present research resulted in the creation of 15 pieces of The Talk Cards containing target vocabularies, 15 pieces of The Dare Cards containing dialogues, and the manual booklet on how to play cards set. Keywords: speaking Arabic skills, the development of learning media, Talk or Dare game cards Abstrak: Kemahiran berbicara dalam pembelajaran Bahasa merupakan salah satu kemahiran yang wajib dikuasai. Kesulitan melafalkan kosakata, dan kesulitan mengungkapkan kalimat merupakan permasalahan umum yang banyak terjadi pada siswa sekolah dasar. Untuk mengatasi permasalahan tersebut dibutuhkan pengembangan media pembelajaran yang dapat membantu dan mendukung siswa agar terbiasa berbicara Bahasa Arab. Penelitian ini bertujuan untuk mengembangkan kartu permainan Talk or Dare sebagai media pembelajaran kemahiran berbicara dan mendeskripsikan kelayakan media pembelajaran kartu permainan Talk or Dare untuk siswa kelas V. Penelitian in menggunakan metode Research and Development, meliputi tujuh tahapan sebagai berikut: (1) Potensi masalah, (2) Pengumpulan data, (3) Desain produk, (4) Validasi desain, (5) Revisi desain, (6) Uji coba produk, (7) Revisi produk.  Penelitian pengembangan ini menghasilkan seperangkat kartu permainan Talk or Dare yang meliputi (1) 15 buah kartu Talk berisi Mufrodat, (2) 15 buah kartu Dare berisi Percakapan, dan (3) kartu petunjuk penggunaan Kata kunci: kemahiran berbicara, pengembangan, media pembelajaran, kartu permainan Talk or Dare


2021 ◽  
Vol 1 (1) ◽  
pp. 8-13
Author(s):  
Sunarno Prayogo ◽  
Hadi Suwono

The Research and development purpose to produce scientific literacy test instrument for high school students that validated, reliable, attractive, and easy to understand. Research and development of this research design development of 3-D adaptation of the development model of the 4-D (Thiagarajan, et al, 1974: 5). The development of this model consists of three phases, namely the definition (define), design (design), and development (develop). Based on the analysis of the trial results, can be concluded that of the six aspects are the focus of assessment, product testing scientific literacy test instrument of high school students obtain the average scoring 87 percent. These results indicate that the products have been developed very feasible and can be implemented to measure the ability of the scientific literacy of high school students. Penelitian dan pengembangan ini bertujuan untuk menghasilkan instrumen tes literasi saintifik untuk siswa kelas XI MIA SMA/MA yang tervalidasi, reliabel, menarik, dan mudah dipahami. Penelitian dan pengembangan ini menggunakan desain penelitian pengembangan 3-D yang diadaptasi dari model pengembangan 4-D (Thiagarajan, dkk, 1974:5). Pengembangan model ini terdiri dari 3 tahap, yaitu pendefinisian (define), perancangan (design), dan pengembangan (develop). Berdasarkan analisis hasil uji coba, dapat disimpulkan bahwa dari keenam aspek yang menjadi fokus penilaian, produk instrumen tes literasi saintifik siswa SMA/MA memperoleh rata-rata penyekoran 87 persen. Hasil tersebut menunjukkan bahwa produk yang telah dikembangkan sangat layak dan dapat diimplementasikan untuk mengukur kemampuan literasi saintifik siswa SMA/MA.


2018 ◽  
Vol 1 (3) ◽  
Author(s):  
Novia Margarita

This study aims to develop interactive multimedia as a tool for improving the results of learning mathematics of grade 4 elementary school (SD). Research method with Research and Development (RnD) with ASSURE development model with 6 stages: 1) analyze learners characteristic, 2) state objectives, 3) select modify or design method, media or materials, 4) utilize media and materials, 5) learners participation, 6) evaluate and revise. The validity and interactive multimedia materials and products are tested by expert tests using the validation sheet instrument. Validate material experts with an 86% percent score with criteria indicating very high category. Media validation with 88% percentage score with very good category. The practicality of interactive multimedia products was tested with limited trials, 2 SDs did not use media and 2 SDs using media with PBL models during the learning process. The results of the limited trial results shown on 2 SDs that did not use media resulted in average pretest values of 72.56 and posttest 80.12 and sig. (2-tailed) 0.004. Furthermore, in the 2 SDs using media, the average pretest 75.74 and posttest 83.62 and sig. (2-tailed) 0.000 were generated. Based on the interactive multimedia developed and valid material contained in interactive multimedia can bring learners to learn indirectly and can learn independently. Keywords: Research and Development (RnD), Interactive Multimedia, PBL Model, Mathematics


Mangifera Edu ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 1-19
Author(s):  
Inggriani Inggriani ◽  
Kurnia Ningsih ◽  
Andi Besse Tenriawaru

This research aims to determine the feasibility of a video powtoon learning media application based on guided inquiry submater application of the concept of substance pressure in organism as a learning media for students and to find responses by students to the powtoon video media. This research is Research and Development (R&D) research with the Borg and Gall development model which consists of ten stages, this research has only reached the seventh stage which includes potentials and problems, data collection, product design, product validation, design revisions, product trials, and product revisions. The instruments used were the media validation sheet and the student response questionnaire validation sheet which was validated by 5 validators and the student response questionnaire. The subjects were students of class XI SMP Negeri 3 Pontianak. The validation results obtained CVR and CVI values, namely 1 which has met the minimum limit of 0.99 so that it is declared valid. The product trial obtained an overall average score for aspects (cognition, affection, conation) which was 83,57% so it is categorized as very strong. It can be concluded that the powtoon video media based on guided inquiry sub material is suitable for use as a learning medium.


2020 ◽  
Vol 3 (1) ◽  
pp. 212-219
Author(s):  
Riski Ningsih ◽  
Annajmi Annajmi

This study discusses the development of the Higher Order Thinking Skill (HOTS) test instrument, the material for the three-variable linear equation system for class X SMA. This study aims to: 1) determine the steps in developing the HOTS test instrument, 2) Knowing the validity value of the HOTS test instrument. This study uses a type of research and development (Research and Development). The development model used is the Formative Research Tessmer type development model, which consists of 2 main stages: the preliminary stage and the formative evaluation stage. In stage 1 consists of preliminary and self-evaluation. In stage 2, the formative evaluation includes prototyping. The data collection technique used was a test. The instruments used in this study were test instruments and validation sheets. Validity is known from the results of the validator's assessment on the validation sheet, which states that the test instrument has been well developed based on content (according to curriculum and material), construct (according to HOTS characteristics/indicators), language (following applicable language rules), time allocation and instructions question. Based on the prototype stage results, a predetermined quality criterion test instrument was produced, namely valid and overall suitable for use as a HOTS question


Jurnal PenSil ◽  
2020 ◽  
Vol 9 (1) ◽  
pp. 54-60
Author(s):  
Hamdi Muhammad ◽  
R. Eka Murtinugraha ◽  
Sittati Musalamah

The aim of this research is to produce Moodle-based E-Learning learning media in the Research Methodology course with the help of Power Point Software, Google Slides and Moodle. This research is a type of Research and Development research using the 4D development model (Define, Design, Development and Dissemination). This study uses a non-test instrument data collection technique that is a questionnaire given to 2 material experts and 2 media experts. The results of the feasibility of learning media products, amounting to 11 learning materials using a Likert scale in the form of a score of 1-5 are as follows: a) The validation results by the material experts obtained a score of 81.54% which is included in the very feasible category; b) Results validation by media experts obtained a score of 78.4% which is included in the feasible category. Based on the results of the feasibility, it can be concluded that the learning media of E-Learning Moodle is appropriate to be used.


2020 ◽  
Vol 7 (10) ◽  
pp. 875-894
Author(s):  
Yeni Yuliana

Abstract The internet can be made as a way to transfer knowledge from lecturers to students, while Learning that utilizes the internet is one of the E-Learning Learning media. E-learning is distance learning that utilizes computer technology or computer networks or the Internet E-learning, so that it can enable the learning process through computers in their respective places without having to physically go to attend classes or lectures in class, Systems e-learning learning is a new way of teaching and learning. E-learning as a special learning media PAI courses provide a very important role and a large function in the course because so far there are many shortcomings and weaknesses such as the limitations of space and time in the teaching and learning process through E-learning which prioritizes the efficiency of learning so students get full teaching even though they do not have to be face to face, can also be accessed anywhere, anytime, according to the assignments given by the lecturer usually scheduled with a specified deadline. The development of education towards e-learning is a must so that the quality standards of education can be improved, E-learning is one of the uses of internet technology in the delivery of learning and its broad reach. E-learning can also be an answer to a health problem that is Pandemic Corona (Covid-19) which is very influential also in every aspect of life, especially in education.Keywords: Effectiveness, Utilization, Islamic Religious Education, E-Learning, Covid 19. Abstrak Internet dapat dijadikan cara untuk mentransfer ilmu pengetahuan dari Dosen kepada mahasiswa/mahasiswi. Adapun Pembelajaran yang memanfaatkan internet salah satunya adalah media pembelajaran E-Learning. E-learning adalah pembelajaran jarak jauh (distance learning) yang memanfaatkan  teknologi komputer atau jaringan komputer atau internet E-learning, sehingga dapat  memungkinkan proses pembelajaran melalui komputer di tempat mereka  masing– masing tanpa harus secara fisik  pergi  mengikuti pelajaran atau pun  perkuliahan di kelas,  Sistem pembelajaran e-learning adalah cara baru dalam proses belajar mengajar. E-learning  sebagai   media pembelajaran khususnya mata kuliah PAI memberikan  peran   sangat   penting  dan fungsi yang besar pada mata kuliah tersebut karena selama  ini terdapat banyak  kekurangan  dan kelemahan seperti keterbatasan ruang dan waktu dalam  proses belajar  mengajar melalui E-learning yang  mengedepankan keefisienan dalam belajar sehingga  mahasiswa mendapat pengajaran yang penuh meski tidak harus bertatap muka, juga bisa di akses di mana saja, kapan saja,  sesuai dengan tugas yang diberikan oleh dosen biasanya terjadwal dengan  batas  waktu  yang  di tentukan. Pengembangan  pendidikan menuju e-learning merupakan suatu keharusan agar standar mutu pendidikan dapat ditingkatkan,  E-learning merupakan salah satu penggunaan teknologi internet dalam penyampaian  pembelajaran  serta  jangkauannya yang luas. E-learning  juga dapat menjadi jawaban dari suatu permasalahan kesehatan yaitu Pandemi Corona (Covid-19) ini yang sangat berpengaruh juga pada setiap aspek kehidupan terutama bidang pendidikan.Kata kunci  :  Keefektifitas, Pemanfaatan, Pendidikan Agama Islam,  E-Learning, Covid 19.  


Author(s):  
Nuke Lulu Ul Chusna

The internet can be used as a way to transfer knowledge from teachers to students. Learning that utilizes the development of technology and information, namely the internet, one of which is the e-learning learning system. E-learning is a form of conventional learning that is transferred in digital format through internet technology, not only to present subject matter on the internet but also must be in accordance with the principles of learning.The e-learning learning model results in changes in learning culture in the context of learning. Learning becomes very flexible, because it can be adjusted to the availability of time from students in learning the material provided by the teacher.The teacher determines the success of students in learning, therefore teachers are required to have the ability to adapt to technological progress. Keywords: ICT,e-learning, e-learning learning


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