This study aims to improve the ability to catch in children using the ball thrower learning media. The method used in this study was experimental using a one-group pretest-posttest design. The research was conducted using manipulative motion learning to catch the ball using the throwing media. To measure and find out the results of the data obtained by researchers using the statistical package for the social sciences (SPSS) software. The sample in this study was upper-grade elementary school students. Twenty students were chosen with a random sampling technique. This study's data collection technique using the instrument is a ball catch test. The data analysis technique used a t-test with a significance level of 0.05. This study concluded that there was a significant effect of learning outcomes using the ball throwing learning media on the ability to catch the ball of elementary school students.
This research objective was to determine the effects of Learning Strategies on Motivation and Learning Outcomes of Overhead Passing in Volleyball. The research sample consisted of 40 eleventh-grade senior high school students using a treatment by level 2x2 research design with the Tukey’s test at Qh level = 28.99 and Qt level = 3.79. The results significantly affected overhead passing learning outcomes in volleyball games between contextual teaching-learning (CTL) and expository learning strategies. The research results obtained FhFt, namely 47.80 4.06. Therefore, the overall conclusion reported an interaction between learning strategies and motivation on learning overhead passing in volleyball games. The Tukey’s test in groups A1B1 and A2B1 resulted in Qh= 17.42 and Qt=2.95. Based on these results, it can be concluded that the results of learning overhead passing in volleyball games on highly motivated students who were taught using the contextual teaching-learning strategy (CTL) were better than those taught using expository learning strategy. The Qh= 2.16 and the Qt = 2.95, meaning that the results of learning overhead passing in volleyball games of low motivated students who were taught using the contextual teaching-learning strategy (CTL) were not better than those taught using the expository learning strategies.
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
This study aims to produce a product design development of a valid, practical and effective in book form so that the activities of the motion that was developed to improve the ability of students in designing the motion activity with the approach of playing to do children with joy that motor skills are basically developed well in tune with the growth and student. Target desired development in this research is the students have the creativity to design an interesting movement activities are packaged in forms of game that will improve the quality of children's motor skills. Model design development activities play motion with the approach using a model Borg and Gall with the following steps: 1) Conduct a preliminary study (pre-survey), 2) planning, 3) draft product, 4) The initial phase of the trial, 5) a revision of the product, 6) Conducting field trials, 7) Perform revision of the product. The research data was collected through qualitative and quantitative descriptive of data. Qualitative data in the form of a written interview feedback, suggestions, and feedback from the validator experts, practitioners, observers and college student. Type quantitative data obtained from the assessment score given by the validator, practitioners, observers, and students through the validation and field trials. The data obtained are described in detail to determine the level of validity, practicality, and effectiveness of the activity draft motion motion activity based approach to play in order to develop the basic motor skills of children in the form of a book that will developed. Target outcomes to be achieved at this event as follows.
In 2045, Indonesia will get a demographic bonus of 70% of Indonesia's population. It is expected that with the population at that time Indonesians will be superior, advanced and able to compete with other countries, and mature enough to overcome classic national problems, such as corruption, poverty and so on. The product produced through this research development is in the form of an instrument for evaluating basketball learning outcomes that is in accordance with the characteristics of grade IX junior high school students. This assessment was developed in the process assessment and also assessment of results that will help teachers of Physical Health sports education to assess student skills. when data collection is done when students do physical education learning in school on the Big Ball learning material, namely Basketball. This research was conducted in a school that can be reached by researchers in the city of Medan, North Sumatra Province, namely Junior High Schools. This research is a type of research and development. Research and Development (R&D). Researchers conducted research and development of basketball playing skills test instruments in junior high school subjects in class IX.
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