This research was motivated by the low level of dribble skills in the game of football in class VIII students of Budi Agung Private Junior High School, Medan. Based on this, the research objective was to determine the effect of playing methods on the dribbling ability of soccer games. The population and sample studied in this study were 30 students and the sample was taken using total sampling. This research is a field experiment research and the design of this study used a pre test post test group design. From the research results, it can be seen that the significance (0.010) is smaller than 0.05 and the t-test result (2.739) is greater than the t-table (0.3610), so it can be concluded that there is a significant effect of the playing method on the dribble ability of the game. football students of class VIII SMP Private Budi Agung Medan.
: Development of the Andorid Application-Based Badminton Smash Technique Module. The direction and purpose of this research is to seek to develop learning products packaged in android applications in the form of modules or teaching materials for badminton smash, then it is hoped that online learning can now be used by students. In this study, the research used to develop this Android Application Module is R&D (research and development) using the ADDIE Model with 5 main stages of research procedures, namely (A) analysis, (D) design, (D) development, (I) implementation, and (E)valuation. Validation is carried out which aims to determine the suitability and effectiveness of the learning model that will be produced. Based on the results of the assessment from the experts, it can be concluded that the badminton experts obtained 10 and the percentage was 90.91% with a very decent category. Then the expert results from learning obtained a score of 9 with a percentage of 81.81% with a decent category. As for the expert revision, there is absolutely nothing, according to the expert the product is very good. Results from media experts where the acquisition score is 10 and the percentage is 90.91% with a very decent category. As for the expert revision, there is absolutely nothing, according to the product expert, it is very good. The overall results of the expert revision in the large group trial are 29 with an average value of 9.67 and 87.88% for the percentage with a very decent category (used ).Keywords: Module, Smash, BadmintonAbstrak : Pengembangan Modul Teknik Smash Bulu Tangkis Berbasis Aplikasi Andorid. Arah serta tujuan penelitian ini adalah mencari mengembangkan produk pembelajaran yang dikemas dalam aplikasi android berupa modul atau bahan ajar smash bulu tangkis, kemudian diharapkan dalam pembelajaran daring sekarang ini dapat digunakan peserta didik. Pada penelitian ini memilih penelitian pengembangkan Modul Aplikasi Android ini yaitu R&D (research and development) memilih design Model ADDIE dengan prosedur penelitian 5 fase/tahapan : (A)nalysis, (D)esain, (D)evelopment, (I)mplementation, dan (E)valuation. Dilakukan Validasi untuk mengetahui tingkat kelayakan serta keefektifannya dari suaru produk. Penilaian dari para pakar/ahli yaitu dari ahli bulu tangkis diperoleh 10 dan persentase 90,91% dengan kategori sangat layak. Kemudian hasil ahli dari pembelajaran diperoleh skor 9 dengan persentase 81,81% dengan kategori layak. Adapun yang revisi ahli sama sekali tidak ada, menurut ahli produk sudah sangat baik. Hasil dari ahli media dimana skor perolehan 10 dan persentase 90,91% dengan kategori sangat layak. Adapun yang direvisi ahli sama sekali tidak ada, menurut ahli produk sudah sangat baik.. Adapun hasil keseluruhan revisi ahli diuji coba kelompok besar adalah 29 dengan penilaian rata-rata 9,67 dan 87,88 % untuk persentase dengan kategori sangat layak (digunakan). Kata Kunci : Modul, Smash, Bulu Tangkis
The standard of athletic equipment is highly unlikely when given at elementary school age students, because for posture and weight load capability is still not feasible in primary school learning process. Priority in particular learning materials is to introduce fine athletics and to ensure that students can do tenik and style right in the motion of each number atletik.Tujuan modification athletic equipment development research is to train teachers to make modifications in learning skilled Physical Education particularly athletic material with material easy to find, easy to be processed in a simple, practical, and economical, so it is very appropriate to be used by all the schools, especially primary schools.
The purpose of this research is the development of teaching materials for motion learning based on android applications. ADDIE is a research model that researchers choose, namely analysis, design, development, implementation and evaluation. The results of the research as a whole are feasible by material experts and media experts on the components of content, language presentation, and graphics, it is obtained that an average percentage of 81.5% has very high criteria. Based on the overall assessment of the ease of using the product, the difficulty of understanding the material, and the difficulty of doing the questions, the average percentage is 84% in the very feasible category. The development of teaching materials for the development of motion learning development based on android applications is the result of this research. Based on the results of the study, it can be concluded that the product developed is considered very feasible.
This study aims to determine the study of the PJOK learning process for short-distance running material in fifth grade students of SD Negeri 010019 Sei Kepayang for the 2020/2021 Academic Year during the Covid-19 Pandemic Period. The implementation of the research was carried out through blended learning of short distance running material with the results of cognitive tasks. The material presented by the teacher was carried out through short face-to-face and whatsapp groups, namely providing an explanation in the form of online text on short-distance running material. This study uses qualitative methods aimed at describing, summarizing various conditions, various situations, or various phenomena of social reality. This study focuses on obtaining activities that reflect the achievement of learning outcomes for short-distance running materials through learning during the COVID-19 pandemic. The data obtained is in the form of monitoring and studying the learning activities of V SD Negeri 010019 Sei Kepayang students for the 2020/2021 academic year. The results of the data obtained on the short-distance running Athletics material, namely students have cognitive aspects of learning outcomes with a total of 17 students (100%) achieving complete" learning outcomes status, and 0 students (0%) having "incomplete" learning outcomes. The implementation of PJOK learning for fifth grade students in short distance running shows that students can still take part in learning well so that they are able to achieve classical graduation above 75%. The conclusion in this study is the blended learning learning process in this case shows that the stages applied by the teacher can provide an effective learning process during the covid-19 pandemic to provide learning materials and assessments with media that can be operated by students. The application of online learning in a short time can help the effectiveness of learning other subjects so that a series of learning plans set by the school can be realized properly
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