The level of physical fitness during the coronavirus pandemic has become a basic need because exercise can increase immunity and improve physical fitness. Lack of physical activity during a pandemic can increase the risk of disease and obesity. So that the nutritional status increases while it is not accompanied by physical activity in sports students. This study aims to determine the level of physical fitness in terms of its relationship with nutritional status and learning achievement of students of the Sports Science Study Program at the State University of Medan. This research is a correlational study to find the relationship between two or more variables. This study has two independent variables, namely physical fitness and nutritional status, and one dependent variable, namely learning achievement in practical courses. The participants in this study were students following the Physical Fitness training course, amounting to 42 students. The results in this study indicate that there is no significant relationship between nutritional status and student achievement. There is a significant relationship between physical fitness and student achievement. There is a significant relationship between nutritional status and physical fitness with student achievement. Physical fitness contributed to student learning achievement by providing an effective contribution of 39%, while nutritional status was 72.53%.
This research aims to determine whether there is an influence of applying the Problem Based Learning (PBL) Model with the Technological, Pedagogical, and Content Knowledge (TPACK) Approach on the historical learning outcomes of high school students of Sultan Iskandar Muda Medan. This study uses a quasi-experiment research method. The population in this study involves all students of class XI of High School (SMA) Sultan Iskandar Muda Medan, with a sample of class XI of Social Sciences (IPS) 1 as an experiment class and class XI of Social Sciences (IPS) 3 as a control class selected by simple random sampling method. The experiment class is taught with the PBL Model with the TPACK Approach, while the control class is taught with the Discovery Learning Model. The research instrument used is in the form of test questions totaling 25 multiple choice questions that have been declared valid. In this study, two stages of the test were given, namely pretest and posttest, in the form of multiple-choice questions that have been declared valid. The pretest is given to both sample classes to determine the student's initial ability before being given treatment, while the posttest is given to both sample classes to determine the final ability of learners after treatment. Based on posttest data, the experiment class obtained an average score of 80.3 and an average score in the control class of 68.4. The data proved to be a normal and homogeneous distribution through statistical test analysis, so a hypothesis test was carried out, namely a one-party t-test that showed a significance level of α = 0.05. Thus, Ho was rejected, and Ha was accepted, meaning that there was an influence of the PBL Model with the TPACK Approach on the historical learning outcomes of the high school students.
To expand the use of Computer Aided Design (CAD) technology in the competency pattern contruction course in drawing various sleeve patterns, this study aims to develop belended learning based optitex media. With Research & Development (R&D) method, Borg and Gall combined with Dick & Carey instructional system development model, this study develops optitex media as a viable and effective medium to use as a learning resource for learning tutorials to draw various patterns of sleeves based on Optitex PDS 11. Procedure development of instructional media there are 5 stages as follows: (1) The preliminary study, (2) Design software, (3) Gather materials, (4) Creating and producing instructional media, (5) Conduct field reviews in order to evaluate and revise products. Obtaining the average result of the presentation of the learning material expert gave a response of 88.75%, then the design expert gave a response of 84.17%, that the material was suitable for use because it contained material and delivery criteria that met the standards of delivering messages to students and meanwhile learning media experts gave a response of 86.25% worthy of use because it has been designed in such a way and meets the standards of learning media. In the small group presentation results with an average value of 86.42%. In the results of group presentations with an average value of 91.09% and in the results of large group / field trial presentations with an average presentation of 92.76%. The results showed that the optitex media to draw various patterns of sleeves was effectively used based on blended learning.
This research development is motivated by low learning outcomes Art Culture students of class XI software engineering 1 SMK Negeri 14 Medan. This study aims to (1) describe the design of blended learning development, (2) to describe the validity of the blended learning development result, and (3) to know the effectiveness of the use of blended learning on the subjects of Art Culture. The type of this research is development research using ADDIE model. Data in the study was collected using document recording method, questionnaire, and test. Instruments used in data collection are document recording reports, questionnaire sheets, and multiple-choice objectives. The collected data were analyzed by qualitative descriptive analysis technique, quantitative descriptive analysis technique, and inferential statistical analysis technique/inductive t-test. The results of the research show that (1) the design of blended learning development through ADDIE model consisting of analysis, design, development, implementation, and evaluation, (2) validation product validated from expert and user review with (a) subjects showed excellent predicated blended learning (90.53%); (b) the results of the design review indicated that blended learning was very good (93%); (c) the results of the media review indicated that blended learning was very good (95%); (d) individual trial results, small group trials, and field trials showed that blended learning predicate very good (98.82%), good (87.84%), and very good (92.55%), (3) on the efficacy test of blended learning shows that the result of t-count (22.07) t-table (2.007). This means, there are significant differences in student learning outcomes between before and after using blended. Thus blended learning is developed effectively to improve Art Culture learning outcomes.
Abstract--In the Curriculum 2013, the Pattern Making subject is oriented towards the basic knowledge of students in making clothing patterns. Competencies that must be achieved by students in the pattern-making subject include changing blouse, shirt, and skirt patterns. Once students is competent in making the pattern, then they can continue learning master the next competency. Pattern Making Course is an early stage of the process of clothes making. Pattern making includes processes such measuring, drawing patterns, making a description of patterns, designing materials and lastly designing prices. This research aims to develop Adobe Flash CS6-based interactive multimedia on the subject of pattern making for students of class XI Fashion Design program SMK Negeri 3 Tebing Tinggi. This research adopts a research and development approach, using Borg and Gall development model which includes: 1) potential and problem, 2) data collection, 3) product design, 4) design validation and design revision, 5) small group test, 6) media revision, 7) medium group trials, 8) media revision, 9) large group trials, 10) media production. The results of this research are 1) interactive multimedia products based on Adobe Flash CS6 in making pattern suit the learning materials of pattern making with the competence of changing the pattern according to the design for the students of Fashion Design program. Interactive multimedia products are created in .exe format, so interactive multimedia products can be used on many types of computers without the need to install Adobe Flash CS6 program. 2) Adobe Flash CS6-based interactive multimedia on the pattern making subjects is deemed eligible by media experts and material experts. Media experts rated interactive multimedia in very good criteria with a score of 86.67%, and material experts rated interactive multimedia with a score of 89.5%. In the small group trial, the score obtained is 63%, 74.49% in group trial, and 90.54% in large group trial with the criteria strongly agree, which means Adobe Flash CS6-based interactive multimedia is feasible to use in learning activities.
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