This study aims to implement the Project Based Learning model in developing students' creativity in Physical Education learning. The methodology used in this study is a quasi-experimental design with pre-test post-test only group design. The participants of this research are junior high school students in the city of Bandung. The instrument used in this research is creativity questionnaire that is developed by researchers guided by Guilford which includes aptitude traits and non-aptitude traits. All data generated in this study will be analysed using the paired sample t test analysis technique with the aim to see the effect of the Project Based Learning model in the development of student creativity seen from the comparison of pre-test and post-test scores after the intervention is given. The analysis shows that the Project Based Learning model has an influence on the development of student creativity. This is proved by obtaining the results of the analysis with a magnitude of pvalue of 0.00 (0.00 <0.05).
this study aims to examine the application of tactical approaches in developing understanding of junior high school football student learning. The method used in this study is a quasi-experimental design with pre-test post-test control group design. Involves two groups, namely one experimental group with a tactical approach intervention and one group with a technical (traditional) approach. The instrument used in this study is a multiple choice cognition instrument at the level of difficulty C1 to C3 which is used to measure students' understanding in learning to play football. The study was conducted on junior high school students in the city of Bandung. All data obtained was analysed using the independent sample t test technique with the aim to see the effect of the tactical approach in developing students' understanding of football learning. The results of the analysis show that there are significant differences between the average understanding of football learning using the tactical approach and the technical approach. This is evidenced by the results of pvalue of 0.002 (0.002 <0.05). Thus it can be concluded that the tactical approach can influence the development of student understanding in football learning.
This study aims to develop a hit skill test instrument in a softball game through the application of live pitching tools. The application of a live pitching sensor instrument in the development of a hit skill test instrument for students has never been done in Indonesia. The data from the live pitching evaluation can be a reference to be used as a benchmark in the development of a skill-hit test in softball games for college students. This research will use the Research & Development method that refers to the procedures or stages developed by Morrow at.al (2005) that divide into 10 stages of instrument development Research will be conducted on students who follow softball FPOK Universitas Pendidikan Indonesia. Sample or research subject is taken from the whole population, using saturated sampling technique. The analysis done is (1) content validity estimation (Lawshe's CVR), (2) validity criterion (concurrent validity) by using PPM correlation analysis technique (person product moment), (3) test and retest reliability (PPM correlation). Based on the result of expert judgment valuation analysis and estimation value of instrument reliability coefficient of skill test based on live fetching, it can be concluded that overall the instrument has been developed and developed is feasible and reliable, result analysis reliability testing obtained value of reliability coefficient 0.72. On the basis of these researchers can conclude that the instruments that have been developed can be used to measure the ability of students in assessing basic skills hit in the softball game on the student. In addition to the value of estimation value of reliability, the main basis in the feasibility of the instrument is the assessment of experts stating that the instrument is feasible and can be used to measure the beat skills in softball games.
Kepercayaan diri merupakan aspek penting dalam mengembangkan keterampilan dan kualitas manusia. Mahasiswa dihadapkan dengan berbagai permasalahan dalam pembelajaran dan sudah seharusnya memiliki rasa percaya diri yang tinggi untuk mencapai pembelajaran yang optimal sesuai dengan tujuan. Maka perlunya kajian strategi pembelajaran yang dapat meningkatkan kepercayaan diri dalam belajar mahasiswa. Tujuan penelitian ini untuk mengetahui pengaruh strategi self regulated learning berbasis blended learning terhadap kepercayaan diri dalam pembelajaran permainan tenis meja. Metode yang digunakan quasi eksperimental design dengan nonequivalent control group design. Populasi dalam penelitian ini mahasiswa program studi Pendidikan Jasmani Universitas Pendidikan Indonesia angkatan 2017. Sampel yang digunakan adalah 26 mahasiswa yang mengontrak perkuliahan pembelajaran permainan tenis meja. Dalam pengambilan sampel peneliti menggunakan teknik purposive sampling. Penelitian ini menggunakan instrumen berupa kuesioner kepercayaan diri. Hasil penelitian menunjukkan bahwa nilai sig. sebesar 0,021 kurang dari taraf signifikansi α sebesar 0,05. Disimpulkan bahwa strategi self-regulated learning berbasis blended learning memiliki pengaruh terhadap peningkatan kepercayaan diri mahasiswa dalam pembelajaran permainan tenis meja
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