scholarly journals Development of Electronic Soccer Goalkeeper Reaction Speed Training Equipment 2020

2021 ◽  
Vol 2 (2) ◽  
pp. 57-64
Author(s):  
Reky Wijayandaru Tarigan ◽  
Irwansyah Siregar

This study aims to determine the feasibility of the 2020 Electronic Football Goalkeeper Reaction Speed Training Tool. This research method is a type of Research and Development (R&D). The subjects of this research were taken from SSB Perstas, SSB Kwarta, and SSB Cakra. Development of the Electronic-Based Soccer Goalkeeper Reaction Training Tool for 2020 has been made and validated by 4 experts, namely Equipment, Electronics, Coach, and Sports. The results of the small group test involving 9 goalkeepers from SSB Perstas, SSB Patmi 50, and SSB Cakra, show that the goalkeeper reaction speed training tool meets the criteria to be continued in large group trials with a percentage of 84 - 100%. The results of the large group test involving 15 goalkeepers from SSB Perstas, SSB Patmi 50, SSB Cakra SSB Kwarta and SSB Gumarang, showed that the goalkeeper reaction speed training tool met the criteria to be continued into mass production with a percentage of 82-100%. It can be concluded that the development of a football goalkeeper reaction speed tool can be categorized as "very good" with the meaning "feasible” and usable.

2021 ◽  
Vol 2 (1) ◽  
pp. 10-26
Author(s):  
Akhmad Taufiq ◽  
Rahma Dewi

This study aims to develop a form of reaction speed training variation in the futsal game in 2021. The population in this study were all SKP Fc goalkeeper athletes, Amir Hamzah, and Bersama Fs. The form of the small group variation that has been made is validated by 3 experts, 1 futsal coach, 1 expert in sports, and 1 expert in language, where the percentage of validity is 58%-97% taken from the smallest to the largest percentage value of the overall results. The method used is the research and development (R&D) method. The form of the large group variation that has been made is validated by 3 experts, 1 futsal coach, 1 expert in sports, and 1 expert in language, where the percentage of validity is 86%-97% taken from the smallest to the largest percentage value of the overall results. The method used is the research and development (R&D) method. The results of the small group test involving 6 futsal goalkeeper athletes SKP Fc and Amir Hamzah showed that the 20 variations of the exercise had met the appropriate criteria. The percentage of validity of the questionnaire that has been distributed to the sample shows that 77%-96% is taken from the smallest to the largest percentage value of the overall results. The results of the large group test of 14 futsal goalkeeper athletes SKP Fc, Amir Hamzah, and Bersama Fs showed that the 20 variations of the exercise had met the criteria for use. The percentage of validity of the questionnaire that has been distributed to the sample shows that 84%-96% is taken from the smallest to the largest percentage value of the overall results. It can be concluded that the 20 models of exercise variations are good for increasing the ability and reaction speed of futsal goalkeepers and interesting exercises, because they are very important in training so that these exercises do not.


2021 ◽  
Vol 1 (2) ◽  
pp. 90-100
Author(s):  
Alfian Hidayat Purba ◽  
Mahmuddin

This study aims to determine the feasibility of variations in Attacing training with the 2020 Power Play futsal strategy. This research method is a type of research and development or Research and Development (R&D). The subjects of this study were taken from the Academy Bersama FS Medan, the Academy KQFC Medan and CP. Dasatama FC TebingTinggi. The small group trial involved 10 subjects at the Academy Club with FS Medan. The large group trial in this study involved 30 athletes from the club Academy KQFC Medan and CP. Dasatama FC TebingTinggi, This variation of Attacing training with the 2020 futsal Power Play strategy has been made and validated by 3 experts, namely, Expert Trainers, Sports Experts and Linguists. The results of the small group test involving 10 futsal athletes from the Academy with FS, 10 athletes from the Academy Bersama FS Medan, showed that the various forms of attacking exercises with the Power Play Strategy met the criteria to be continued in large group trials with a percentage of 70 - 100%. The results of the large group test involved 30 futsal athletes from the KQFC Medan Academy and CP. DasatamaTebingTinggi, 30 athletes from the Academy KQFC Medan and CP. DasatamaTebing is high, indicating that the various forms of attacking exercises with the Power Play Strategy fulfill the criteria to be continued in large group trials with a percentage of 90 - 100%. It can be concluded that the development of various Attacing exercises with the Power Play strategy can be categorized as "very good" with the meaning "feasible and usable. Because this is important in improving training and competition and can make it easier for coaches to do Attacing exercises with the Power Play strategy.


2021 ◽  
Vol 9 (2) ◽  
pp. 256-267
Author(s):  
Randy Febri Tauba ◽  
Bafirman HB

Penelitian ini bertujuan untuk membuat prototipe instrumen tes dribbling futsal menggunakan teknologi mikrokontroler arduino yang terhubung dengan aplikasi android. Penelitian ini merupakan penelitian dan pengembangan (Research and Development). Subjek penelitian adalah Pemain Futsal SMA N 1, 2 dan 9 Sijunjung, Kecamatan Sijunjung, Kabupaten Sijunjung, Sumatera Barat. Untuk Validasi alat oleh tiga orang ahli yaitu ahli Evaluasi dan Tes Pengukuran, Ahli Futsal, dan Ahli IT. Pengembangan instrumen tes dribbling futsal ini dilakukan dengan uji kelompok kecil dengan sampel 15 orang putra dan uji kelompok besar dengan sampel 45 orang putra. Metode yang digunakan adalah metode validitas ahli dengan penilaian menggunakan instrumen angket dan metode test dan retest untuk uji reliabilitas alat yang dianalisis dengan menggunakan rumus r korelasional. Hasil dari penelitian ini Hasil dari penelitian ini didapatkan nilai validitas sebesar 91,33%, kategori “Sangat Baik/layak” dan uji reliabilitas kelompok kecil sebesar 0.986, dengan kategori “Tinggi” dan kelompok besar sebesar 0.947, dengan kategori “Tinggi”. Kemudian didapatkan nilai praktisitas sebesar 94% dan nilai efektivitas sebesar 90%, maka disimpulkan bahwa instrumen tes dribbling futsal menggunakan teknologi mikrokontroler arduino efektif  digunakan sebagai alat ukur untuk mengukur kecepatan dribbling futsal. Development of dribbling test instruments in futsal games using arduino microcontroller technology AbstractThis study aims to make a prototype of the futsal dribbling test instrument using Arduino microcontroller technology that is connected to an Android application. This research is a research and development (Research and Development). The research subjects were Futsal Players SMA N 1, 2 and 9 Sijunjung, Sijunjung District, Sijunjung Regency, West Sumatra. For tool validation by three experts, namely Evaluation and Measurement Tests, Futsal Experts, and IT Experts. The development of the futsal dribbling test instrument was carried out with a small group test with a sample of 15 men and a large group test with a sample of 45 men. The method used is the expert validity method with an assessment using a questionnaire instrument and the test and retest method to test the reliability of the tools analyzed using the correlation r formula. The results of this study obtained a validity value of 91.33%, the category "Very Good / feasible" and the small group reliability test was 0.986, with the "High" category and the large group was 0.947, with the "High" category. Then obtained a practical value of 94% and an effectiveness value of 90%. Thus, it can be concluded that the futsal dribbling test instrument using arduino microcontroller technology is good for use as a measuring tool to measure the speed of futsal dribbling.


KINESTETIK ◽  
2021 ◽  
Vol 5 (2) ◽  
pp. 290-299
Author(s):  
Novita Novita ◽  
Yasmine Nadia Khairunisa

Gymnastics is a body exercise on the floor or on a device designed to increase endurance, strength, flexibility, agility, coordination and self-control. One of them is floor exercise, this exercise also has various kinds of movements that are not easy to do, for example, the movement flick flack. Beginner athletes in PERSANI, Medan City have not mastered the movement properly flick flack due to limited tools and costs from PERSANI so that the coach has to innovate with existing tools. The population in this study were 9 Siahaanathletes Gymnastic Club, 5 Windy's Gymnastic Clubathletes, 2athletesathlete Star Kids Gymnastic Club and 1 QA Gymnastic Club in 2020. The Training tool was flick flack validated first by 9 experts, 3 experts in in sports, 3 experts in the field of equipment / media, 3 experts in the field of coaches, where the average percentage value of validity is 81.8%, thus according to the experts they get the "Good / Feasible" category. The method used is the method of development research (Research and Development / R & D). The results of the small group trial involved 14 athletes, 9 Siahaanathletes Gymnastic Club and 5athletes Wendy's Gymnastic Club  that the development of the training tool flick flack in this study can be concluded that it meets the criteria to be continued in large group trials. The results of the large group trial involved 17 athletes, 9 Siahaan Gymnastic Clubathletes, 5 Windy's Gymnastic Club, 2 athletes. Star Kids Gymnastic Club and 1athlete QA Gymnastic Club concluded that they met the criteria to be used in helping training flick flack. From the results of the validation tool, test a small group and large group trial can be concluded that the tools exercise flick flack is needed in practice flick.


Author(s):  
Nurhasanah Nurhasanah ◽  
Arif Budi Wurianto ◽  
Bustanol Arifin

Abstract: This research aim to produce a form of media “KIJANK( comics Indonesia, Java, and Java Script)” that interesting to help student to read java script. This study uses the research of R & D (Research and Development) and the type of research is the development of research. As a source of data, selected 5th grade students of SDN Kedungrejo 1 2014/2015 school year, amounting to 10 students. And 5th grade students of MI Cemorokandang 2014/2015 school year, amounting to 40 students. This study was conducted in August 2014 in two phases, namely the study of small group and large group study. The results showed that the use of media KIJANK can assist students in learning to read Java script. This is evidenced by the results of validation of some experts such as, media expert validation by 84.6%, materials expert validation by 94%, and validation of expert fields of study by 98%. While a small group of trial results showed that 89% of learning to use the media KIJANK in learning the Java language has received a positive response from students and very valid, also feasible to use for learning. And the test results indicate that a large group 94.5% of learning to use the media KIJANK (Comic Indonesia Java and Java script) in learning the Java language is very feasible and valid to use as a learning medium. The results of this study, learning media KIJANK recommended to be used as a reference for the preparation of teaching and tutoring programs as well as develop other learning media that can support the learning process. Reading sklils of java letter, such as wingnyan (h), layar (/), cecek (=), and pangku (\) now is on the decline, so the need for efforts to increase through the use of instructional media. The result of needs analysis through questionnaires and observation showed that 60% of the 40 students are not able to read java letter, so they have difficulty when doing the exam. Abstrak: Kemampuan membaca huruf Jawa, seperti wignyan (h), layar ( /), cecek(=) , dan pangku (\) saat ini sudah mulai mengalami penurunan, sehingga perlu adanya upaya peningkatan melalui pemanfaatan media pembelajaran. Hasil analisis kebutuhan melalui penyebaran angket dan observasi menunjukkan bahwa 60% dari 40 siswa tidak mampu membaca huruf Jawa, sehingga mengalami kesulitan ketika mengerjakan soal ujian. Penelitian ini bertujuan untuk menghasilkan bentuk media “KIJANK (komik Indonesia, Jawa dan aksara Jawa)” yang menarik untuk membantu siswa membaca aksara Jawa. Penelitian ini menggunakan penelitian R&D (Research and Development) dan jenis penelitian yang dilakukan adalah penelitian pengembangan. Sebagai sumber data, dipilih siswa kelas 5 SDN Kedungrejo 1 tahun ajaran 2014/2015 yang berjumlah 10 siswa. Dan siswa kelas 5 MI Cemorokandang tahun ajaran 2014/2015 yang berjumlah 40 siswa. Penelitian ini dilakukan pada bulan Agustus 2014 dalam dua tahap, yaitu penelitian kelompok kecil dan penelitian kelompok besar. Hasil penelitian menunjukkan bahwa penggunaan media KIJANK dapat membantu siswa dalam belajar membaca aksara Jawa. Hal ini dibuktikan oleh hasil validasi beberapa ahli antara lain, validasi ahli media  sebesar 84.6%, validasi ahli materi sebesar  94%, dan validasi ahli bidang studi sebesar 98%. Sementara hasil uji coba kelompok kecil menunjukkan bahwa 89% pembelajaran menggunakan media KIJANK dalam pembelajaran bahasa Jawa ternyata mendapat respon positif dari siswa dan sangat valid serta layak digunakan untuk pembelajaran. Dan hasil uji coba kelompok besar menunjukkan bahwa 94.5% pembelajaran menggunakan media KIJANK (Komik Indonesia Jawa dan Aksara Jawa) dalam pembelajaran bahasa Jawa sangat layak dan valid digunakan sebagai media pembelajaran. Hasil penelitian ini, media pembelajaran KIJANK disarankan untuk dipergunakan sebagai acuan penyusunan program pengajaran dan bimbingan belajar serta mengembangkan media pembelajaran lain yang dapat mendukung proses pembelajaran. Kata Kunci : maningkatkan, membaca, huruf Jawa, KIJANK


Author(s):  
Agung Achmadi Lumban Tobing ◽  
Sanusi Hasibuan ◽  
M. Irfan ◽  
Indrakasih Indrakasih

The main objective of this research is developing a medium for assisting passing over as a volleyball learning media. This research was conducted at FIK State University of Medan in 2021. Research at FIK UNIMED Medan will be carried out from February 9 to March 4, 2021. The type of research used is research and development, a small trial sample of 6 students and a large trial of 10 students as well as media, sports and language experts. In small group trialsvalidated by 3 experts, where the percentage of validity reaches 82% - 94.11% with valid criteria can be used. In large group trials the percentage of validity reaches 90% - 98.88%with valid criteria can be used.The small group trial sample of 6 PKO FIK UNIMED students reached 80% with valid criteria, and the large group trial sample of 10 PKO FIK UNIMED students reached 88% with valid criteria. From the test of the effectiveness and efficiency of the passing over aids with learning media experts, it reached 98.18% with valid criteria for use and sports experts reached 96.36% with valid criteria for use. On the basis of the data obtained, the development of the passing-over aids media product is deemed feasible to be developed as one of the learning media aids in volleyball game material.


2019 ◽  
Vol 4 (9) ◽  
pp. 1177
Author(s):  
Ian Rizky Maulana ◽  
Sapto Adi ◽  
Eko Hariyanto

<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><p class="Abstrak"><strong>Abstract:</strong> The purpose of this research and development is to produce a physical education learning product for large ball material for 7th grade junior high school. The development of physical education for large ball material for 7th grade junior high school researchers used a multimedia development model developed by Lee &amp; Owen. The results of the study on the validation of physical education learning experts obtained a percentage of 76.12% is quite valid, quite effective, quite complete, can be used but need minor improvements. The results of the research on material expert validation obtained a percentage of 94.70% very valid. While the overall average of media expert validation obtained a percentage of 94.38% is very valid. For small group trials conducted by distributing questionnaires to 20 students of Lumajang Middle School 5. The results of small group trials found that the average percentage of 94.63% was very valid. The large group trial was conducted by distributing questionnaires to 90 students of SMP Negeri 1 Lumajang, SMP 1 Sukodono and SMP Negeri 5 Lumajang. The results of a large group trial found that the average percentage of 90.02% was very valid. Overall, the research and development products are very valid and can be used as learning media.</p><p class="Abstrak"><strong>Abstrak:</strong> Tujuan penelitian dan pengembangan ini adalah untuk menghasilkan sebuah produk pembelajaran Pendidikan Jasmani materi bola besar untuk SMP kelas VII. Pengembangan pembelajaran Pendidikan Jasmani materi bola besar untuk SMP kelas VII, peneliti menggunakan model pengembangan multimedia yang dikembangkan oleh Lee &amp; Owen. Hasil penelitian pada validasi ahli pembelajaran Pendidikan Jasmani diperoleh persentase 76,12% cukup valid, cukup efektif, cukup tuntas, dapat digunakan namun perlu perbaikan kecil. Hasil dari penelitian pada validasi ahli materi diperoleh persentase 94,70% sangat valid. Rata-rata keseluruhan dari validasi ahli media diperoleh persentase 94,38% sangat valid. Uji coba kelompok kecil dilakukan dengan penyebaran kuesioner kepada 20 siswa SMP Negeri 5 Lumajang. Hasil dari uji coba kelompok kecil didapat persentase rata-rata sebesar 94,63% sangat valid. Uji coba kelompok besar dilakukan dengan penyebaran kuesioner kepada 90 siswa SMP Negeri 1 Lumajang, SMP Negeri 1 Sukodono dan SMP Negeri 5 Lumajang. Hasil dari uji coba kelompok besar didapat persentase rata-rata sebesar 90,02% sangat valid. Secara keseluruhan, produk penelitian dan pengembangan ini sangat valid dan dapat digunakan sebagai media pembelajaran.<strong></strong></p></td></tr></tbody></table></div>


JURNAL PETIK ◽  
2019 ◽  
Vol 5 (2) ◽  
pp. 36-42
Author(s):  
Yuli Fitrianingsih

This study aims to develop a culture-based mathematics comic learning media using research and development or R & D methods with the ASSURE model. This development research was conducted in three Junior High Schools (JHS) in one sub-district, Pasar Minggu sub-district, South Jakarta. This research has been tested to various experts, namely: two material experts with very good categories and a percentage of 86%, 72% from one linguist with a good category, 96% from one development expert with a very good category, and get a percentage 3,4 with a good category from one graphic design expert. While the results of one to one test evaluations get an average of 84% which falls into the good category, small group test with a percentage of 85% with a very good category, and a large group test using the t-test results obtained tcount > ttable. Based on the evaluation results from several experts, using learning media in the form of mathematical comics is considered feasible and can increase students' interest and learning outcomes.


2020 ◽  
Vol 1 (2) ◽  
pp. 115-126
Author(s):  
Ramlan Sahputera Sagala ◽  
Dicky Edwar Daulay

This study aims to develop defense training aids in volleyball 2019. The population in this study was 10 PBV volleyball athletes. Pem.Panjang, 10 PBV athletes. Sukaraja and 10 PBV athletes. 50 in 2019. The results of small group tests involving 20 athletes, 10 PBV Pem.Panjang volleyball athletes and 10 PBV 50 athletes showed that the development of defense stone training tools in volleyball 2019 can be concluded that these defense latiam aids meet the criteria to be continued in trials large groups with conditions after repairs due to the percentage of questionnaire statements between 45% -74%. The results of a large group test involving 30 athletes, 10 PBV Pem.Panjang volleyball athletes, 10 PBV 50 athletes and 10 PBV Sukaraja athletes that the development of defense training aids in the 2019 volleyball game can be concluded that defense training aids meet the criteria for use in helps athlete defense training because the percentage of questionnaire statements is between 78% -85%. So it can be concluded that this defense training aid can be used to train defense.


2021 ◽  
Vol 6 (2) ◽  
pp. 202-212
Author(s):  
Rabiatul Adawiyah ◽  
Susilawati Susilawati ◽  
Lenny Anwar S

This research aims to develop an interactive e-module on redox concept. Research and Development (R&D) method was used in this study with a Plomp model. This model included three phases: preliminary, prototype or development, and assessment. Validation sheets and response questionnaires were used as research instruments. Six expert lecturers, consisting of three media and materials experts each, assessed the validity sheets. A small-scale test was carried out utilizing two approaches; a one-to-one test and a small group test. A one-to-one test was given to three students who had high, medium, and low abilities; while the small group test was conducted on three teachers and 30 students from three different schools, which are MAN 2 Pekanbaru, MAN 1 Pekanbaru, and SMA IT Al-fitiyah. The results showed that the interactive e-module was very valid and could be used in learning activities. This is indicated by the percentage of validation from material experts 89.27% and media experts 88.76%. In a small-scale trial for a one-on-one test, the teacher's response 95.83% with very practical criteria; and student response test 87.73% with interesting criteria.


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