<p class="0keywords"><strong>—</strong><em> </em>SMASH's skill is a technique that can be done by a person in a hard swooping towards your opponent to produce numbers. Interactive multimedia technology is expected to be a guideline for athletes in looking at more variation models of SMASH. The aim of development research is to produce an interactive multimedia volleyball playing skill training model. The method used in this research is development research design by Borg and Gall. The approach used in this study is a qualitative and quantitative approach. This study is hoped to improve volleyball skills by looking at the interactive multimedia volleyball playing practice model. This study concludes that interactive multimedia-based volleyball skill playing model can be used in the actual application of exercises.</p>
<p>Penelitian dan pengembangan ini untuk menghasilkan produk berupa model latihan <em>smash </em>dalam permainan bola voli untuk pemula dan memperoleh data tentang pengembangan dan penerapan model latihan <em>smash</em> serta untuk mengetahui efektifitas model yang dihasilkan. Penelitian ini menggunakan metode <em>Research and Development </em>dari Borg and Gall. Subjek penelitian ini adalah anggota ekstrakulikuler Siswa SMA berjumlah 30 orang. Tahapan penelitian ini yaitu analisis kebutuhan, evaluasi ahli, ujicoba kelompok kecil, ujicoba kelompok besar<em>, </em>dan uji efektifitas model menggunakan tes <em>smash</em> bola voli digunakan untuk mengetahui tingkat kemampuan <em>smash</em> atlet pemula, <em>pretest</em> diperoleh nilai rata-rata sebesar 15,05, dan <em>posttest</em> diperoleh nilai rata-rata 20,75. Berdasarkan analisis data menggunakan uji t disimpulkan bahwa terdapat perbedaan yang signifikan antara hasil pre-test dan posttest diberikan perlakuan model latihan <em>smash</em> yang dikembangkan. Dengan ini model latihan <em>smash</em> dalam permainan bola voli untuk pemula efektif untuk meningkatkan kemampuan <em>smash</em> bola voli.</p>
The lack of information regarding exercise program assessment tools during the COVID-19 pandemic was the main gap in this research. The purpose of this study was to investigate lecturers' perceptions of computer-based and paper pencil-based performance to assess sports training programs during the COVID-19 pandemic. In this study, a combination of quantitative and qualitative (mixed) is used as a method. Participants in this study were male and female lecturers from Jakarta State University (N=15) and Sriwijaya University (N=10). Quantitative instruments use questionnaires and qualitative instruments use in-depth interviews with participants. Quantitative data analysis use the IBM SPSS version 25.0 to find descriptive data, namely mean, standard deviation and percentage of responses from participation. Meanwhile, qualitative data analysis use qualitative thematic data. The results of the study based on quantitative data found that the majority of lecturers strongly agreed to use computer-based instead of paper pencil-based to assess sports training programs. Meanwhile, research results based on qualitative data show that most lecturers favour computer-based over paper pencil-based during the COVID-19 pandemic. Thus, computer-based has better performance and advantages than paper pencil-based when used in the pandemic era. This research provides benefits for the development of science assessment tools in the field of sports.
This research uses survey method to see the influence between variables. Technique of data analysis using path analysis (path analysis). Path analysis technique is used to test the direct and indirect influence on speed, agility, coordination, balance and motivation to the playing skill of soccer student of Faculty of Sport Science Makassar public university. Technique of path analysis with SPSS program version 20.00 at significance level α = 0.05. The results of this study are as follows: (1) There is a positive influence of 0.612 between the speed of soccer playing skills and contributing 37.4% (2) There is a positive influence of 0.687 between agility to the skills of playing football and contribute 47.1% (3) There is a positive influence of 0.862 between eye-foot coordination of soccer playing skills and contributes 74.3% (4) There is a positive influence of 0.636 between the balance of soccer playing skills and contributes 40.4% (5) positive is 0.816 between motivation to soccer playing skill and contribute 66,6% (6) There is positive influence equal to 0,531 between speed to motivation and contribute equal to 28,2% (7) There is positive influence equal to 0,621 between agility to motivation and contribute equal to 38.6% (8) There is a positive influence of 0.743 anta (9) There is a positive influence of 0,564 between the balance of motivation and contribution of 31.8% (10) There is a positive influence of 0.824 between the speed of the skills of playing football through motivation and contributing 66.8% (11) There is a positive influence of 0.879 between agility of soccer playing skills through motivation and contributing 67.3% (12) There is a positive influence of 1.344 between foot-toe coordination of soccer playing skills through motivation and contributing 67 , 2% (13) There is a positive influence of 0.878 between the balance of soccer playing skills through motivation and contribute 67.0%. Keywords: Speed, agility, coordination, balance, motivation and the skills of playing football.
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