scholarly journals MODEL LATIHAN MENYERANG BERBASIS MEDIA PADA OLAHRAGA BELADIRI ANGGAR

2020 ◽  
Vol 7 (1) ◽  
pp. 1-14
Author(s):  
Dennis Ariadinata S ◽  
Firmansyah Dlis ◽  
Johansyah Lubis

This study aims to produce a media-based attack training model for fencing martial arts. This research uses questionnaire instruments, questionnaires, and quantitative and qualitative data using the Research & Development (R & D) method from Borg and Gall. The stages in this study are (1) needs analysis, (2) product models in the form of prototypes, (3) developing product designs and stages of implementation, (4) expert expert tests, (5) revisions, (6) field tests broader (7) product revisions, (8) due diligence, (9) final products, (10) wide distribution. The effectiveness test through the initial test obtained an average value of 12.35 and the final test obtained an average value of 16.55, so it can be concluded that the media-based attack training model is effective in increasing the accuracy of fencing targets. Based on the results obtained from the model effectiveness test, it can be concluded that the development of media-based attack training models in the sport of fencing martial arts that have been applied has increased, as evidenced by the initial tests and final tests, there are significant differences and are declared feasible to use in fencing attack exercises. Abstrak Penelitian ini bertujuan untuk menghasilkan produk model latihan menyerang berbasis media pada olahraga beladiri anggar. Penelitian ini menggunakan instrument angket, kuisioner, dan data kuantitatif dan kualitatif menggunakan metode Research & Development (R&D) dari Borg and Gall. Tahapan-tahapan dalam penelitian ini adalah (1) analisis kebutuhan, (2) model produk berupa prototype, (3) mengembangkan desain produk dan tahapan-tahapan pelaksanaan, (4) uji pakar ahli, (5) revisi, (6) uji lapangan lebih luas (7) revisi produk, (8) uji kelayakan, (9) produk final, (10) penyebaran secara luas. Uji keefektifitas melalui tes awal memperoleh nilai rata-rata sebesar 12,35 dan tes akhir memperoleh nilai rata-rata 16,55 maka dapat diambil kesimpulan bahwa model latihan menyerang berbasis media efektif untuk meningkatkan ketepatan sasaran anggar. Berdasarkan hasil yang diperoleh dari uji efektifitas model maka dapat disimpulkan bahwa pengembangan modellatihan menyerang berbasis media pada olahraga beladiri anggar yang telah diterapkan mengalami peningkatan, dibuktikan dengan tes awaldan tes akhir, adanya perbedaan yang signifikan dan dinyatakan layak untuk digunakan pada latihan menyerang anggar. Kata Kunci: Menyerang, Anggar, Sasaran

2019 ◽  
Vol 3 (2) ◽  
pp. 148-153
Author(s):  
Muhammad Fajar Ramadhan ◽  
Iman Sulaiman ◽  
Tirto Apriyanto

ABSTRAK   Peneli tian ini bertujuan untuk mengkaji peningkatan hasil shooting dengan menggunakan media J-Glove pada mahasiswa (atlet) yang tergabung dalam Tim Putra Bola Basket di Universitas Negeri Jakarta. Pengambilan data dilaksanakan di lapangan basket kampus B Universitas Negeri Jakarta pada tanggal 15 Mei sampai 28 Juni 2019. Metode penelitian yang digunakan dalam penelitian ini adalah Metode Eksperimen, yaitu dengan memberikan perlakuan (treatment) dalam latihan dengan menggunakan media J-Glove untuk meningkatkan akurasi 3 point shoot bola basket Tim Putra bola basket Universitas Negeri Jakarta. metode eksperimen. Desain penelitian menggunakan “one group pretest-postest design”. Populasi dalam penelitian ini adalah Tim Putra bola basket Universitas Negeri Jakarta, pengambilan sampel menggunakan Total sampling yang artinya semua anggota populasi dijadikan sampel karna terdiri dari 15  orang. Berdasarkan hasil tes awal dan tes akhir dari perlakuan hasil dari latihan 3 point shooting dengan menggunakan media J-Glove pada hasil 3 point shooting memperoleh nilai untuk 3 point shooting dengan tes akhir 3 point shooting dengan nilai rata-rata sebesar 8.1, nilai standar deviasi sebesar 5.61, nilai standar error perbedaan rata-rata sebesar 1.5, sedangkan untuk th (t hitung) sebesar 5.4 thitung dan ttabel (t tabel) sebesar 1,70113 ttabel. Dengan taraf signifikasi sebesar 5% .dengan demikian t hitung > t tabel yang berarti Ho ditolak, sehingga dapat disimpulkan bahwa latihan 3 point shooting  dengan menggunakan media J-Glove berpengaruh pada hasil akurasi 3 point shooting.    Kata Kunci : shooting 3 point, J-Glove, Basket   ABSTRACT   This study aims to examine the improvement in shooting results using the J-Glove media on students (athletes) who are members of the Putra Basket Basketball Team at Jakarta State University. Data retrieval was carried out on the basketball court campus B Jakarta State University on May 15 to June 28, 2019. The research method used in this study was the Experimental Method, namely by providing treatment in training using J-Glove media to improve accuracy 3 basketball shoot point Team Putra basketball at Jakarta State University. experimental method. The research design uses "one group pretest-postest design". The population in this study was the Putra Putra basketball team at the Jakarta State University, sampling using total sampling which means that all members of the population were sampled because they consisted of 15 people. Based on the results of the initial test and the final test of the treatment results of the 3 point shooting exercise using the media J-Glove on the results of 3 point shooting obtained a value for 3 point shooting with the final test 3 point shooting with an average value of 8.1, the standard deviation value of 5.61, the standard error value of the average difference is 1.5, while for th (t arithmetic) is 5.4 thitung and ttable (t table) is 1.70113 ttable. With a significance level of 5%. Thus t arithmetic> T table which means Ho is rejected, so it can be concluded that the 3 point shooting exercise using J-Glove media affects the accuracy of the 3 point shooting results.   Keyword : 3 Point shoot, J-Glove, Basket


2019 ◽  
Vol 9 (2) ◽  
pp. 70-77
Author(s):  
Imarsih Ninkeula ◽  
Y T Filindity ◽  
Y H Dulanlebit

Comparative study of learning media of mysterious card box with the media of snake ladder on the material of atomic structure to the result of study of class X student of SMA N 5 AMBON. The mysterious card learning media box is applied to the X class MIA1 and the ladder snake media in the X class of MIA3. From the results, the mysterious card learning media box can improve student learning outcomes, seen from the presentation of the achievement of the final test results obtained by the two classes, where the two classes have a presentation of different final result qualification ie qualification completed for class X-MIA1 which uses the mysterious card box learning medium is 100%, and no qualifying fails with an average rating of 85.68. But for the class X-MIA3 using the learning media of snake ladder with qualified thoroughly is 51.51% and qualification failed 48.49% with an average value of 72.95, therefore Mann Whitney test results using SPSS 20 obtained a significance value of 0.002 (> 0.05 ) thus H0 is rejected and H1 is received so it can be concluded that there are differences in student learning outcomes using the mysterious box learning media and learning media snake ladder


2021 ◽  
Vol 6 (3) ◽  
pp. 421-432
Author(s):  
Carles Nyoman Wali ◽  
Widiyanto

The lack of training models and training creativity in creating traditional game-based training models for kenshi to improve the basic techniques of kempo becomes problems in this study. The purpose of this research is to produce a model of basic martial arts techniques of kempo through traditional games for kenshi beginners. This research is a research and development (R&D) research which was adapted into 8 steps in research: 1). Field news collection 2). Breakdown of the news that has been collected 3). Elaborating initial creation 4). Expert validation and revision 5). Small scale trial 6). Large-scale trial 7). Making the final product 8). Product effectiveness test. The small-scale trial subjects of 20 beginners kenshi were taken from 2 dojos, namely the Panjatan Junior High School dojo and the Amikom dojo. The large-scale test subjects totaling 45 beginners kenshi were taken from 3 dojos, namely Balong, Triharjo, and SD Gunung Kidul. The subjects in this study came from 5 dojos in Perkemi DIY. Data were collected through interviews, distributing questionnaires, field notes, evaluation, and assessment rubrics for beginner kenshi. The results of this study are in the form of training models for basic techniques of kempo martial arts through traditional games for beginner kenshi, and there are five training models: 1. gobak sodor, 2. yeye, 3. pahtil catfish, 4. zogdag, 5. stick dance. Based on the results of this study, it can be concluded that the traditional game-based kempo martial arts training model for kenshi beginners is feasible to use. The author's recommendation to other prospective researchers is to examine traditional games in an approach with other disciplines and use professional research subjects in other sports.


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


2021 ◽  
Vol 3 (2) ◽  
pp. 237-249
Author(s):  
Eka Heriyani ◽  
Nurul Nurrachman ◽  
Cici Yulia

The purpose of this research is to develop Komikadp educational comics. This study uses the research, research and development (R&D) 4D model. The subject of this research was an expert test by the UNTIRTA Guidance and Counseling lecturer, Mr. Arga Satrio Prabowo M, Pd. Field testing by all Muhammadiyah Junior High Schools throughout DKI Jakarta. Collecting data using interviews and assessment sheets consisting of a checklist for quantitative data and a description for qualitative data. After going through the define, design, develop stages, the Komikadp educational comic prototype obtained an expert test assessment and a very feasible field test with expert test details with an average value of 88.70% and field tests with an average value of 81.79%. The comments obtained from the expert test are that the comic is already very good, it needs further development and the story continues so that this comic does not stop here. The comments obtained from the field test of the media used are in accordance with the character of teenagers, interesting, creative, simple stories but rich in meaning, and very related to today's youth, it's just that the cause and effect need to be added and how to overcome them by counseling the BK teacher. The final decision obtained from the results of the expert test and field test is acceptable, appropriate, and feasible so that it can be used as a basis for carrying out the next stage without improvement


2021 ◽  
pp. 194173812110560
Author(s):  
Neeru Jayanthi ◽  
Stacey Schley ◽  
Sean P. Cumming ◽  
Gregory D. Myer ◽  
Heather Saffel ◽  
...  

Context: Most available data on athletic development training models focus on adult or professional athletes, where increasing workload capacity and performance is a primary goal. Development pathways in youth athletes generally emphasize multisport participation rather than sport specialization to optimize motor skill acquisition and to minimize injury risk. Other models emphasize the need for accumulation of sport- and skill-specific hours to develop elite-level status. Despite recommendations against sport specialization, many youth athletes still specialize and need guidance on training and competition. Medical and sport professionals also recommend progressive, gradual increases in workloads to enhance resilience to the demands of high-level competition. There is no accepted model of risk stratification and return to play for training a specialized youth athlete through periods of injury and maturation. In this review, we present individualized training models for specialized youth athletes that (1) prioritize performance for healthy, resilient youth athletes and (2) are adaptable through vulnerable maturational periods and injury. Evidence Acquisition: Nonsystematic review with critical appraisal of existing literature. Study Design: Clinical review. Level of Evidence: Level 4. Results: A number of factors must be considered when developing training programs for young athletes: (1) the effect of sport specialization on athlete development and injury, (2) biological maturation, (3) motor and coordination deficits in specialized youth athletes, and (4) workload progressions and response to load. Conclusion: Load-sensitive athletes with multiple risk factors may need medical evaluation, frequent monitoring, and a program designed to restore local tissue and sport-specific capacity. Load-naive athletes, who are often skeletally immature, will likely benefit from serial monitoring and should train and compete with caution, while load-tolerant athletes may only need occasional monitoring and progress to optimum loads. Strength of Recommendation Taxonomy (SORT): B.


Author(s):  
Paulo Eduardo Carnaval Pereira da Rocha ◽  
Vladimir Schuindt da Silva ◽  
Luiz Antonio Bastos Camacho ◽  
Ana Glória Godoi Vasconcelos

Studies assessed the beneficial effects of aerobic exercise on blood pressure (BP); however, few studies have evaluated the effects of long-term resistance training on variations of this response. The aim of the study was to verify through a systematic review, the long-term effect of resistance training on BP. Searches were made on Medline through Pubmed, Science Direct, Scopus, Web of Science and Lilacs databases. Overall, 751 articles were found, of which 22 were further analyzed. The analysis followed the PRISMA checklist (Statement for Reporting Systematic Reviews and Meta-Analyses of Studies) and was divided according to two resistance training models: traditional resistance training (TRT), resistance training alone; or combined resistance training (CRT), resistance training associated with aerobic exercise. Greater BP reductions occurred for CRT compared to TRT. However, further studies are needed to better explicit the resistance training variables (number of exercises, repetitions, number of sets, intervals, speed of execution and load intensity), in order to identify the best training model and improve the methodological quality of experiments in an attempt to reduce the risk of bias.


2018 ◽  
Vol 1 (1) ◽  
pp. 51-58
Author(s):  
Dodik Mulyono ◽  
Lucy Asri Purwasi ◽  
Agusman Riyadi

This study aims to determine the completeness of the results of learning mathematics Class VIII SMP Negeri 8 Lubuklinggau. Having applied guided discovery method. The research method used in this research is a quasi experiment with population class VIII 191 students and as a sample is class VIII F 32 students are taken at random. Data collecting is done by the test technique in the form of essay.Data problem is analyzed using t-test . Based on the results of data analysis on tarap belief α = 0.05 can be concluded that the results of students studying class VIII SMP Negeri 8 Lubuklinggau Academic Year 2016/2017 after the average value of the final test of 81.27 and the percentage of complete students reached 82.14% Keywords: Guided Discovery, Learning Outcomes, Mathematics


2021 ◽  
Vol 9 (5) ◽  
Author(s):  
Tenri Sau ◽  
Gufran Darma Dirawan ◽  
Ahmad Rifqi Asrib

Agriculture is one of the fields that still dominates Indonesia as an agricultural country. As a substantial actor in agriculture, many farmers have not met their daily needs. This study examines the quality of alternative business training models for farmworkers using a community empowerment system. This study is part of research and development focused on product quality testing. The training model that the researcher has designed is then tested on validity, practicality, and effectiveness. The participants involved in this study were farm labourers in 2 sub-districts in Wajo Regency, South Sulawesi, Indonesia, namely Pammana and Tanasitolo sub-districts as many as 15 farm workers, two observers, and three agricultural experts. Furthermore, the instruments used in this study were: (1) validation sheet, (2) model implementation observation sheet, (3) farmworker response questionnaire, and (4) knowledge test. The data that has been collected is then analyzed quantitatively using SPSS 23.00 software. The study results show that the training model that this researcher has designed is valid, practical, and effective in increasing the knowledge of farmworkers and can be used for a broader range of users.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Arpina Saleha ◽  
Raden Roro Ariessanty Alicia Kusuma Wardhani ◽  
Okviyoandra Akhyar

Penelitian ini bertujuan untuk mengetahui ada atau tidaknya pengaruh media permainan ular tangga senyawa terhadap hasil belajar siswa.Penelitian ini menggunakan nonequivalentcontrolgroupdesign. Populasi dalam penelitian ini adalah seluruh siswa kelas X MIA, sedangkan sampel penelitian yang digunakan yaitu X MIA 2 dan X MIA 3.Pada penelitian ini kedua kelas diberikan perlakuan yang berbeda,kelas X MIA 2 dibelajarkan tanpa menggunakan permainan media ular tangga senyawa, sedangkan kelas X MIA 3 dibelajarkan menggunakan media permainan ular tangga senyawa.Teknik pengumpulan data yang digunakan adalah soal tes pilihan  ganda.  Data  yang diperoleh dianalisis  menggunakan  uji mann whitney u.Data hasil penelitian menunjukkan bahwa nilai rata-rata post-test kelas kontrol lebih rendah daripadanilai rata-rata kelas eksperimen.Sehingga dapat disimpulkan bahwa terdapat pengaruh media permainan ular tangga senyawa pada materi tata nama senyawa terhadap hasil belajar siswa di SMA Negeri 1 AlalakThis study aimed to determine whether or not the influence of snake and compound compound media play on student learning outcomes. This study used nonequivalent control group design. The population in this study were all students of class X MIA, while the research samples used were X MIA 2 and X MIA 3. In this study both classes were given different treatments, class X MIA 2 was taught without using snake ladder compound media games, while classes X MIA 3 was taught using the media game snake ladder compound. Data collection techniques usedwere multiple choice test questions. The data obtained were analyzed using the Mann Whitney test. The data of the research showed that the average value of the control class post-test is lower than the average value of the experimental class.  So  it  can  be  concluded  that  there  were  the influence  of  snake  ladder compound  media  on  compound  nomenclature material  on  student  learning outcomes in SMA Negeri 1 Alalak.


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