scholarly journals Development of Traditional Sport Game Model “Bentengan” for Student’s Physical Fitness in Sports and Health Physical Education Learning (Case Study on Class IV MI Students of Maduran Lamongan District)

Author(s):  
Moh. Syobil Birri ◽  
Agus Hariyanto ◽  
Abdul Rachman Syam Tuasikal

The purpose of this development research is to improve physical fitness in the Physical Education learning process. The development of the traditional sports game model "Bentengan" is carried out in several stages: needs analysis, product manufacturing, evaluation and validation, phase I trials, product revisions, phase II trials, stage 2 product revisions (last revision). The subjects of this study were fourth grade students of MI from Madrasah Ibtidaiyah in Maduran sub-district, Lamongan Regency (MIM 10 Gedangan, MIM 1 Pangkatrejo, MI NU Pangkatrejo, and MI Al-Islamiyah Parengan). Expert validation was carried out by two experts. The first phase of the experiment was carried out on 25 students with 1 PJOK teacher and the second stage test was carried out by 71 students with 3 PJOK teachers. The process of collecting data using a questionnaire. This data consists of evaluations for product quality, suggestions for product improvement, and student responses to game models. The result of this research is the product development model of the game "Bentengan" which is packaged in the form of a book to support learning activities and instructions for implementing the game. Based on data from trial results (small group) and field trials (large group), there were no revisions made by researchers on products that had been developed because the percentage of product development reached 89.53% cognitive aspects with very good categories, 90.39% affective aspects with very good category, and 88.13% psychomotor aspects with very good category, so it is feasible to use. Based on the data analysis, it can be concluded that the result of this research is that the product development model of the game "Bentengan" in Penjasorkes learning can be used to improve physical fitness for grade IV Madrasah Ibtidahiyah in Maduran District, Lamongan Regency.

2018 ◽  
Vol 2 (1) ◽  
pp. 70-79
Author(s):  
Bhayu Biliandri ◽  
Supriyono Supriyono ◽  
Agus Pujianto ◽  
Bambang Priyono

Physical Education, especially for increasing physical fitness, in the activities of implementing "Conservative Games in Aquatic", as the solution to physical education activities in the learning process at school. The products produced are also an additional reference for elementary school Physical Education teachers. Learning becomes more varied by using this product. In the research obtained results for the cognitive domain of 65% students in the category of Good While for the affective domain obtained 73% category Good, the assessment for the affective domain is based on student attitudes when implementing the game model, this can be seen from the attitude of students in the game. The overall Psychomotor domain of students is 81% Good category.


2019 ◽  
Vol 5 (2) ◽  
Author(s):  
Candra Kurniawan ◽  
Hidayati Hidayati

This study aims to determine the characteristics of the process and product, development of water cycle and to determine the quality criteria for the feasibility of water cycle diorama media on the theme of events in the life of fifth grade SD Negeri Jetis 2. This research is a research and development study with the aim of producing new products. This media uses a 3D development model developed by Thiagarajan, Summel. This study has four stages, namely Define, Design, Develop. The results of this study indicate that the media developed in SD Negeri Jetis 2 in the good category. Based on the assessment of material experts, the good category with a score of 3.84. Based on media experts included in the good category with a score of 3.41. Based on the results of field trials with 8 students, this media was included in the good category, with an average score of 4.03.


2020 ◽  
Vol 6 (1) ◽  
pp. 103
Author(s):  
Novi Larasati ◽  
Julaga Situmorang ◽  
Hamonangan Tambunan

Abstrak: Penelitian ini bertujuan untuk: (1) menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari dan dapat dipakai untuk pembelajaran individual, (2) untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan untuk pembelajaran IPA pada siswa sekolah dasar. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Model pengembangan produk pembelajaran ini merupakan model yang disusun secara terprogram dengan urutan yang sistematis dan memenuhi karakteristik siswa usia SD dalam belajar. Hasil penelitian menunjukkan: (1) uji ahli materi IPA berada pada kualifikasi sangat sesuai (95,08 %), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat sesuai (93,96 %), (3) uji ahli rekayasa perangkat lunak dan desain grafis  berada pada kualifikasi sangat sesuai (86,70 %), uji coba perorangan berada pada kualifikasi sangat sesuai (91,43 %), uji coba kelompok kecil berada pada kualifikasi sangat sesuai (93,63 %), uji coba lapangan berada pada kualifikasi sangat sesuai (97.96%). Dengan demikian, pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif dan hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran poster. Kata Kunci: Pengembangan Media Pembelajaran, Cooperative Learning, Mata Pelajaran IPA Abstract: This study aims to: (1) produce interactive learning media that are feasible to use, easy to learn and can be used for individual learning, (2) to determine the effectiveness of interactive learning media developed for science learning in elementary school students. This type of research is development research that uses the Borg and Gall product development model combined with the learning development model of Dick and Carey. This learning product development model is a model that is arranged in a programmed order in a systematic order and meets the characteristics of elementary school age students in learning. The results showed: (1) the IPA material expert test was very suitable (95.08%), (2) the learning design expert test was very appropriate (93.96%), (3) the software engineering expert test and graphic design are very suitable qualifications (86.70%), individual trials are very suitable qualifications (91.43%), small group trials are very suitable qualifications (93.63%), field trials are the qualifications are very appropriate (97.96%). Thus, hypothesis testing proves that there are significant differences between student learning outcomes that are learned using interactive learning media and student learning outcomes that are learned using poster learning media. Keywords: Development of Learning Media, Cooperative Learning, Science Subjects


Author(s):  
Armen .

Abstrak: Studi ini bertujuan untuk: menghasilkan Video Pembelajaran Seni Rupa berbasis e-learning edmodo yang layak digunakan, mudah dipelajari siswa dan dapat dipakai untuk pembelajaran individual. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Model pengembangan produk pembelajaran ini merupakan model yang disusun secara terprogram dengan urutan yang sistematis dan memenuhi karakteristik siswa dalam belajar. Model ini meliputi enam tahapan, yakni: studi literatur, perencanaan atau desain pengembangan, pengembangan produk, validasi ahli, uji coba, revisi, produk akhir. Subyek uji coba terdiri dari dua ahli materi Seni Rupa, dua ahli desain pembelajaran, dua ahli rekayasa perangkat lunak dan desain grafis, tiga siswa untuk uji perorangan, sembilan siswa untuk uji kelompok kecil, dan tigapuluh dua siswa untuk uji lapangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Hasil penelitian menunjukkan; (1) uji ahli materi Seni Rupa berada pada kualifikasi sangat baik, (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik, (3) uji ahli rekayasa perangkat lunak dan desain grafis berada pada kualifikasi sangat baik, (4) uji coba perorangan berada pada kualifikasi sangat baik, uji coba kelompok kecil berada pada kualifikasi sangat baik, uji coba lapangan berada pada kualifikasi sangat  baik. Disimpulkan Video Pembelajaran seni rupa berbasis edmodo layak digunakan siswa dan guru karena rata-rata uji coba produk mencapai 90,41% dalam kriteria sangat baik. Kata Kunci: video pembelajaran, seni rupa, e-learning edmodo. Abstract: This study to: produce a Video-based Learning Arts Edmodo e-learning proper use, easy to learn and can be used for the students' individual learning. This type of research is the development of research that uses models Borg and Gall product development combined with learning development model of Dick and Carey.This learning product development model is a model that is prepared in a programmed sequence of systematic and meet the characteristics of the students in learning. This model includes six stages, namely: literature studies, planning or design development, product development, validation expert, testing, revision, the final product. The subject of the trial consists of two subject matter experts Fine Arts, two instructional design experts, two expert software engineering and graphic design, three students for individual trials, nine students for small group test, and 32 students for field testing. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. The results showed; (1) Arts test materials experts are in excellent qualifications, (2) test instructional design experts are in excellent qualifications, (3) test software engineers and graphic design are at excellent qualifications, (4) individual testing are in excellent qualifications, small group trial are in excellent qualifications, field trials are in excellent qualifications. Concluded Video pembelajran art worthy Edmodo based digunkan students and teachers as the average of 90.41% in the criteria very well. Keywords: video learning, arts, e-learning edmodo.


Author(s):  
M. Agus Kastiyawan ◽  
Yusak Hudiyono ◽  
M. Rusydi Ahmad

The research that will be raised is about the development of learning media Levidio Storyboard in learning to write the text of film / drama review on the students of class XI SMK. The purpose of this research is (1) Levidio Storyboard learning media in learning to write movie/drama review text, and (2) implementation of Levidio Storyboard media development in learning to write movie/drama review text. This writing is a development writing that refers to the development model of Borg and Gall that has been modified by the author includes seven steps namely writing and gathering information, planning stage, product development stage with Levidio Storyboard, expert validation, first phase revision, field trials, and revisions Final stage improvement. The location of the research was SMKN 7 Samarinda in April s.d. May 2017. Based on data analysis, Levidio Storyboard media is feasible and appropriate for use in learning to write text of film/drama review for students of class XI SMK.Keywords: learning media, levidio storyboard, writing, review text


2017 ◽  
Vol 5 (1) ◽  
pp. 81
Author(s):  
Ramona Mathias Mae

Penelitian ini bertujuan untuk menghasilkan model tarian bonet untuk kebugaran jasmani dalam pembelajaran Penjasorkes di sekolah dasar (SD) yang layak digunakan guru sekolah dasar sebagai salah satu bentuk model pembelajaran Penjasorkes yang bervariasi dan menyenangkan. Penelitian pengembangan ini dilakukan dengan langkah-langkah penelitian sebagai berikut: (1) pengumpulan informasi di lapangan, (2) melakukan analisis terhadap informasi yang telah dikumpulkan, (3) mengembangkan produk awal (draf model), (4) validasi ahli dan revisi, (5) uji coba lapangan skala kecil dan revisi, (6) uji coba lapangan skala besar dan revisi, dan (7) pembuatan produk final. Uji coba skala kecil dilakukan terhadap 20 siswa SD Inpres Oebesa Soe. Uji coba skala besar dilakukan terhadap 25 siswa SD Inpres Oefatu Soe. Instrumen pengumpulan data yang digunakan yaitu; (1) angket, (2) lembar pedoman observasi tarian bonet, dan (3) lembar format penilaian anak. Teknik analisis data yang dilakukan yaitu analisis deskriptif kuantitatif dan analisis deskriptif kualitatif. Penelitian ini menghasilkan senam tarian bonet untuk kebugaran jasmani dalam pembelajaran Penjasorkes di SD. Produk penelitian pengembangan berupa buku pedoman senam tarian bonet dan DVD pembelajaran senam tarian bonet untuk kebugaran jasmani dalam pembelajaran Penjasorkes di SD. Dari hasil penilaian para ahli, dapat ditarik kesimpulan bahwa model tarian bonet untuk kebugaran jasmani yang dibuat layak digunakan untuk pembelajaran Penjasorkes di SD.Kata Kunci: pengembangan, tarian bonet, kebugaran jasmani, sekolah dasar Developing Bonet Dance for Physical Fitness in Physical Education in the Elementary School AbstractThis study aims to produce a model of bonet dance for physical fitness in physical education in elementary school appropriate as a form of learning models which are varied and fun. This developmental research was carried out following the steps as follows: (1) collecting information in the field, (2) conducting an analysis of the information that had been collected, (3) developing the initial products (draft model), (4) expert validation and revision, (5) small-scale field trials and revisions, (6) large-scale field trials and revisions, and (7) manufacture of the final product. The Small-scale trials were carried out to 20 studens of Oebesa Soe elementary school. Large-scale trials were conducted to 25 studens of Oefatu Soe elementary school. The data collection instruments used were; (1) questionnaire, (2) sheets of bonnet dance observation, and (3) a child assessment sheet format. The  Techniques of data analysis used were descriptive quantitative analysis and qualitative descriptive analysis. This study resulted in a gymnastics bonet dance for physical fitness in physical education in elementary school. The developed product is a form of gymnastic dance manuals and instructional DVD of bonet dance for physical fitness in physical education in elementary school. From the results of the expert evaluations of the materials, it can be concluded that the developed model for physical fitness bonet dance is fit for use for teaching physical education in elementary school.Keywords: development, bonet dance, physical fitness, elementary school


Author(s):  
Muhammad Isnaini ◽  
R Mursid

Abstrak: Penelitian dan pengembangan ini bertujuan untuk: (1) menghasilkan modul pembelajaran fisika berbasis metakognisi yang layak digunakan dan mudah untuk dipelajari, dan (2) mengetahui tanggapan siswa  terhadap modul pembelajaran fisika berbasis metakognisi yang telah dihasilkan. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Model pengembangan produk disusun secara terprogram dengan urutan yang sistematis dan memenuhi karakteristik siswa dalam belajar meliputi tiga tahapan, yakni studi pendahuluan, perencanaan dan penyusunan modul serta ujicoba modul. Subyek uji coba terdiri dari dua ahli materi pelajaran Fisika, satu ahli desain pembelajaran, dua ahli media pembelajaran, tiga siswa untuk uji perorangan, sembilan siswa untuk uji kelompok kecil, dan tiga puluh empat siswa untuk uji lapangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Hasil penelitian menunjukkan; (1) uji ahli materi pelajaran Fisika  berada pada kriteria sangat baik dan layak digunakan, (2) uji ahli desain pembelajaran berada pada kriteria sangat baik dan layak digunakan, (3) uji ahli media pembelajaran berada pada kriteria sangat baik dan layak digunakan, (4) uji coba perorangan berada pada kriteria sangat baik, uji coba kelompok kecil berada pada kriteria sangat baik, dan uji coba lapangan berada pada kriteria sangat  baik. Kata Kunci: modul pembelajaran fisika berbasis metakognisi Abstract: The research and development is aimed at: (1) produce a physics-based learning modules metacognition proper use and easy to learn, and (2) determine the response of students to the physics-based learning modules metacognition that has been generated. This type of research is the development of research that uses models Borg and Gall product development combined with learning development model of Dick and Carey. Product development model prepared programmatically using a systematic order and meet the characteristics of the students in learning includes three stages, ie preliminary studies, planning and preparation of modules and module testing. The subject of the trial consists of two subject matter experts in Physics, an instructional design specialist, two instructional media experts, three students for individual trials, nine students for small group test, and thirty-four students for field testing. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. The results showed; (1) The test of subject matter experts Physics currently on the criteria very well and fit for use, (2) test expert instructional design currently on the criteria very well and fit for use, (3) test expert instructional media that are in very good criteria and fit for use, ( 4) individual testing criteria are very good, small group trial was on the criteria very well, and field trials are in very good criteria. Keywords: physics-based learning modules metacognition


2021 ◽  
Vol 4 (3) ◽  
pp. 46
Author(s):  
Honglian Qin

Use expert interviews, literature and other methods to summarize and analyze the pros and cons of smart sports and traditional sports, combine traditional sports with smart education, and create a more scientific and effective smart education model for colleges and universities, so as to promote the joint participation or supervision of schools, teachers, parents, and students to improve the quality of physical education, so as to achieve physical education for students and enhance the time and intensity of students’ physical fitness.


2017 ◽  
Vol 3 (2) ◽  
pp. 128
Author(s):  
Wing Prasetya Kurniawan ◽  
M. Anis Zawawi

This study aims to produce a traditional game model as character building a physical education learning of elementary school students which is decent, effective and appropriate. The simple game model is expected to be able to develop affective, cognitive and psychomotor domains, and can be used by teachers in implementing the learning activitiesespecially physical education. This research was carried out by adapting the steps of research development Borgand Gall (2007: 580-581), which is modified into 8 step implementation of research which includes: (1) the collection of information (2) analysis of the information gathered (3) developing the initial product, (4) validation by experts and revision (5) small-scale field trials and revision (6) large-scale field trials and revisions (7) the manufacture of final products, and (8) test the effectiveness of the product. Small-scale trials were conducted to 20 students in SD Nsiramanan 3. A large trial was conducted to 22 students in SDN Kesamben 5 and 22 students in SDN Babadan 1. The instrument used to collect data were observation guide (observation), interviews, field notes, scale values, assessment sheets of effectiveness test and assessment of learning outcomes. Guttman Scale Data Analysis technique was used to analyze the data. The result of the research is a simple game model consisting models of the game, namely: Goteng (Gobak sodor dan bentengan). Model games are arranged in the form of manuals and DVDs with the title “knowledge as traditional game”. Based on the results of expert assessment of materials and trainers it can be concluded that the traditional game model as character building in physical educational learning for the elementary school students is able to develop affective, cognitive and psychomotor domains.


2021 ◽  
Vol 3 (4) ◽  
pp. 192-205
Author(s):  
Mia Wirda Ardilla ◽  
Lokananta Teguh Hari Wiguno ◽  
Ari Wibowo Kurniawan ◽  
Mu’arifin Mu’arifin

Abstract: Research product development aims to develop physical fitness learning tools based on the articulate storyline application for the KKG PJOK SD in Purwosari District, Pasuruan Regency. This study uses the Research and Development (R&D) method or development research. The subjects for the small group trial involved 8 primary school Physical Education and Health teachers, and the large group trial subjects involved 26 Physical Education, Health and Sports teachers in Purwosari District. The results obtained are the percentage of learning experts 90%, elementary game experts 96%, PJOK experts 77%, media experts 96%, Physical fitness experts 78%, then 91% for trial I and 89% for trial II. The conclusion in this development research is that the articulate storyline application development product is feasible to be used as a support in learning physical fitness.   Abstrak: Penelitian produk pengembangan yaitu bertujuan untuk mengembangkan perangkat pembelajaran kebugaran jasmani berbasis aplikasi articulate storyline untuk KKG PJOK SD di Kecamatan Purwosari, Kabupaten Pasuruan. Penelitian ini menggunakan metode Research and Development (R&D) atau penelitian pengembangan. Subjek untuk uji coba kelompok kecil melibatkan 8 guru Pendidikan Jasmani Olahraga dan Kesehatan sekolah dasar, dan subjek uji coba kelompok besar melibatkan 26 guru Pendidikan Jasmani, Kesehatan dan Olahraga di Kecamatan Purwosari.  Didapatkan hasil data yaitu dengan persentase ahli pembelajaran 90%, Ahli permainan SD 96%, Ahli PJOK 77%, Ahli Media 96%, Ahli Kebugaran Jasmani 78%, kemudian 91% untuk uji coba I dan 89% untuk uji coba II. Kesimpulan dalam penelitian pengembangan ini yaitu produk pengembangan aplikasi articulate storyline ini layak untuk dipergunakan sebagai penunjang dalam pembelajaran kebugaran jasmani.


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