The development of games that are applied in learning physical education, sports, and health is a solution to the boredom felt by students during learningtake place. The aims of this research are (1) How is the feasibility of the fish vs cat game e-module? (2) How do students respond to the use of the cat vs fish e-module? (3) How are the students' motor skills different before and after using the cat vs fish e-module in class VA and VB? (4) What is the relationship between students' responses to the use of the cat vs fish e-module with students' motor skills after using the cat vs fish e-module?. Research methodologyused in this research is research and development. At the trial stage, it was carried out by involving 60 students consisting of 2 classes. The conclusion of this study is that the developed cat vs fish game e-module has been declared valid to be used, based on the t-test conducted showing that there are differences in students' motor skills before and after using the cat vs fish game e-module in class VA and class VB. The results of the correlation test showed that there was a significant relationship between student responses and students' motor skills after using the cat vs fish e-module. The cat vs fish game e-module can be a learning innovation in physical education, sports, and health subjects that can be a guide for cat vs fish games so as to train students' motor skills. Keywords: Physics, SPS, problem based learning, melde practicum, gender
This research aims to know the nutritional status of primary school students Land 17 Parak Karakah Subdistrict East Padang in Padang City. This research is descriptive research, using primary data and secondary data. The population in this research is the entire elementary school students Land 17 Parak Karakah Subdistrict East Padang in Padang City totalling 143 people. Sampling using Random Sampling techniques "(random sampling) that is 20%. Then didapatlah the number of samples as many as 29 people. To determine the nutritional status of students using the formula IMT = w/TB2 for engineering data analysis i.e. analysis descriptive P = f/n × 100%. Based on analysis of data then the research results obtained that from 29 samples of elementary school students Land 17 Parak Karakah Subdistrict East Padang in Padang City then retrieved 4 people (13.79) category is very thin, 13 people (44.83) category, 7 people (24.14) the categories of normal, 3 people (10.34) category of fat, 2 persons (6.89) categories of obesity. So elementary school students Land 17 Parak Karakah Subdistrict East Padang in Padang City nutritional status by category student category is thin because of the nutritional status of students as much as owned 44.83% were in the category of thin.
Motor development is very important in the stages of child development. Children's motor development is in accordance with the characteristics of children, namely playing so that good motor skills are needed to be able to support children's daily activities. This study aims to analyze the results of e-module development and gross motor skills of students in Mentawai district. This research is a type of development research (R&D). This research was developed using the ADDIE development model. The instruments used were media expert validation questionnaires, material expert validation questionnaires, response questionnaires, and student motor skills observation sheets. The population of this study were students at Mentawai district, selected by purposive sampling technique. In this study, the data analyzed by using descriptive statistics (mean, frequency, percentage, median mode) and inferential statistics (assumption tests and hypothesis testing in the form of tests and correlation tests). The results showed that the electronic modules produced were categorized as good and there were differences in the results of the gross motor skills of the students in Mentawai district before and after the use of e-modules. This can be seen from the significance values obtained, namely 0.000 and 0.030. The conclusion that can be drawn is the creation of an electronic module for the frog jump game with a good category based on the results of media expert validation and material expert validation that can be accessed via a smartphone or laptop.
This study aims to analyze the effectiveness of the gymnastic learning model, which makes students more active during learning to improve students rolling skills. This type of research is an experiment with a pre and post-test design. 34 people with an average age of 15 years, consisting of 16 men and 18 women, participated in this study. Subjects were divided into two groups the experimental and control groups. They were taking research subjects using a purposive sampling technique. The control group carried out an independent study according to the instructions from the teacher, while the experimental group was treated with a play learning model according to the treatment program that had been made in each lesson. The forward roll skill test instrument uses a forward roll skill test sheet which contains a forward roll assessment indicator, which consists of 10 assessment indicators, starting from the initial phase, the primary phase, and the final phase for the forward roll movement. Data analysis was performed using the SPSS application with the Paired t-test method. This study's results reported a significant difference in the experimental group (p<0.05) compared to the control group. Each group has an average difference so that the learning model applied can improve forward-rolling skills in gymnastic materials.
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