scholarly journals Development of the Gyaku Tsuki and Mawashi Geri Speed Test

2021 ◽  
Vol 13 (2) ◽  
pp. 130
Author(s):  
Suprianto Kadir ◽  
Arief Ibnu Haryanto

This study aims to develop a speed test for Gyaku Tsuki and Mawashi Geri kicks in Karate. This research is development research with steps that include potential problems, data, product design, design validation, revision design, product testing, product revision, trial use and product revision. The small scale trial was carried out on 10 Karateka who actively participate in the training at the PPLP Gorontalo Province. Meanwhile, a large-scale trial was conducted on 30 Karateka who took part in the training at the PPLP Gorontalo Province. The development research resulted in a valid and reliable form of test, so it was feasible to use it to measure the speed of the Gyaku Tsuki shot and the kick speed of Mawashi Geri.

2020 ◽  
Vol 2 (2) ◽  
pp. 69-74
Author(s):  
Supriyanto Balango ◽  
Ruslan Ruslan

Learning facilities are often a problem in the learning process for athletic sports. The purpose of this study was to produce a product to develop a hurdling learning tool. The subjects of the small scale trial were class IV which assessed 28 students, and the subjects of the large scale trial were class V who were assessed 32 who were in SDN 70 Kota Tengah Kota Gorontalo. The method in this research is related to determining potentials and problems, design data, design validation, revised design, product testing, product testing, usage trials, product revisions, product testing. The results of this development research are in the form of a tool made from a rubber band with adjustable height support poles then poured out and packed into a book.


2017 ◽  
Vol 6 (2) ◽  
pp. 221 ◽  
Author(s):  
Irwandani Irwandani ◽  
Sri Latifah ◽  
Ardian Asyhari ◽  
Muzannur Muzannur ◽  
Widayanti Widayanti

The aims of this research is to produce interactive digital modul based on Articulate Studio '13 on quality and interesting circle motion subject of physics learning. This is Research and Development (R&D) research by modifying 10 stages that exists into 7 stages, they are: potential and problem, information gather, product design, design validation, design revision, product testing, and product revision. The limitation of stages is done based on the need and the purpose of the research itself. Based on the result validation product, concludes that digital interactive modul of Articulate Studio'13 on circle motion subject is categorized very eligible to used. The gain percentages are from physics experts are 84,67%, from learning media experts are 85,56%, and from education experts are 84,1%. Then, the product is tested on small scale and gained interesting percentage at 84,4%. Later, on large scale gained interesting percentage at 85,0%. Based on those result, it can be conclude that interactive digital modul based on Articulate Studio'13 on circle motion subject of physics learning can be used as learning modul.Tujuan penelitian ini adalah untuk menghasilkan produk modul digital interaktif berbasis Articulate Studio’13 pada mata pelajaran fisika materi gerak melingkar yang berkualitas dan menarik. Penelitian ini merupakan jenis penelitian dan pengembangan (R&D) dengan memodifikasi 10 tahapan yang ada menjadi 7 tahapan yaitu; potensi dan masalah, pengumpulan informasi, desain produk, validasi desain, revisi desain, uji coba produk, dan revisi produk. Pembatasan tahapan ini dilakukan berdasarkan kebutuhan dan tujuan penelitian itu sendiri. Berdasarkan hasil validasi produk, diperoleh kesimpulan bahwa modul digital interaktif berbasis articulate studio’13 pada mata pelajaran fisika materi gerak melingkar diakategorikan sangat layak untuk digunakan. Persentase yang diperoleh dari ahli materi fisika sebesar 84,67%, dari ahli media pembelajaran sebesar 85,56%, dan dari praktisi pendidikan sebesar 84,1 %. Produk tersebut kemudian diujicobakan dalam skala kecil dan diperoleh persentase kemenarikan sebesar 84.4%. Selanjutnya, dalam uji coba skala besar diperoleh persentase kemenarikan sebesar 85,0%. Berdasarkan hasil tersebut, diperoleh kesimpulan bahwa modul digital interaktif berbasis Articulate Studio’13 pada mata pelajaran fisika materi gerak melingkar dapat digunakan sebagai modul pembelajaran.


2021 ◽  
Vol 2 (2) ◽  
pp. 149-164
Author(s):  
Muhammad Yusuf Habibi ◽  
Asep Ardiyanto ◽  
Maftukin Hudah

This research method is development, (Research and Development). This research was conducted in 6 stages, namely: 1) and 2) Small-scale field trials practicing unopposed attack strategies, 3) and 4) Large-scale trials with a match system with one's own team, 5) and 6) Large-scale trials with match system with different teams. Based on the results of validation carried out by material experts and media experts, the final percentage is 93% (3-1 Easy), 95% (2-2 Normal), 93% (3-1 Difficult), 93% (3-1 Very Difficult) ). For a small scale player response questionnaire obtained a percentage of 90.6% (3-1 Easy), 83.7% (2-2 Normal), 90.6% (3-1 Difficult), 88.1% (3-1 Very difficult) and large scale get the percentage of 92.2% (3-1 Easy), 88.75% (2-2 Normal), 94.7% (3-1 Difficult), 93.4% (3-1 Very difficult) ). For the results of observations, small-scale researchers get a percentage of 100% (3-1 Easy), 100% (2-2 Normal), 100% (3-1 Difficult), 100% (3-1 Very difficult) and large scale get a percentage of 83 % (3-1 Easy), 42% (2-2 Normal), 83% (3-1 Hard), 83% (3-1 Very Hard). Based on the research results, it was found that the development product was 3-1 Easy Attack Strategy, 2-2 Normal, 3-1 Difficult, 3-1 Very difficult in the form of Storyboard Script and analysis video


2019 ◽  
Vol 3 (1) ◽  
pp. 20-28 ◽  
Author(s):  
Farida Farida ◽  
Suherman Suherman ◽  
Sofwan Zulfikar

The purpose of this study was to produce media products based on articulate Studio'13 in mathematics subjects that were appropriate, interesting and effective in learning. This research is a type of research and development (R & D) by modifying 10 stages into 7 stages, namely; potential and problems, information collection, product design, design validation, design revisions, product trials, and product revisions. Assessment of media feasibility is carried out by material experts and media experts. Assessment and attractiveness of students. The effectiveness of the product is seen as a percentage > 75% of the number of students who passed the KKM. This research resulted in Articulate Studio '13 learning media proven to be valid and feasible to be used as learning media after getting a score of 88.3% from 3 material experts, and a value of 86.1% from 3 media experts. For attractiveness assessments get the criteria "very feasible" based on small-scale trials that get an assessment of 77%, and large-scale trials get a value of 80%. After the final assessment was made it was stated that 79.17% of students passed the KKM than  the media was declared effective. So that it can be concluded that the development of learning media has carried out is deemed feasible, interesting, and effective to use in learning.


2019 ◽  
Vol 2 (1) ◽  
pp. 28
Author(s):  
Rizan Dwi Atmaji ◽  
Ika Maryani

This type of research is development research with the ADDIE model. This research begins with analysis, design, development, implementation, and evaluation. The subjects in this study were media expert validators, material experts, learning experts, students, and teachers. The results of the development in the form of science-based e-modules are in the form of evaluations from expert validators and trials of students and teachers. The assessment of media experts received a score of 92.85 with the category "Very Worthy. Material experts received a rating of 92.85 in the "Very Worthy" category. The results of the assessment of learning experts get a value of 73.21 with the category "Eligible". the assessment of small-scale trials conducted by students gets a score of 95 with the category "Very Worthy" and the assessment of the teacher gets a score of 95 with the category "Very Worthy". The large-scale trials conducted by students got a score of 96.6 with the category "Very Worthy" and the assessment of the teacher received a score of 97.08 with the category "Very Worthy". Based on the results of the research obtained, science-based e-modules are very feasible to be used in the learning process at school.


2018 ◽  
Vol 7 (3) ◽  
pp. 298-304
Author(s):  
Reefa Qudsiya ◽  
Lisdiana Lisdiana ◽  
Nugrahaningsih WH

Nervous system teaching materials available in schools do not contain scientific-related content as mandated by the 2013 curriculum. In addition, teaching materials also do not contain student character reinforcement content. The purpose of this study is to develop “Nervous Problem Based Module with a  Conservation Character” as a nervous system learning supplement. This type of research is Research and Development (R&D) using ten steps, namely identification of potential and problems, data collection, product design, product design validation, product design revisions, small scale trials, product revision I, large scale trials, product revision II, and final products. The research subjects were students of class XI of SMA N 1 Bae Kudus. Nervous Problem Based Module with a  Conservation Character  tested the feasibility, readability, and effectiveness. Feasibility tests obtained very valid results. Readability test results were very valid. Test effectiveness by applying  Nervous Problem Based Module with a  Conservation Character in learning, obtained effective results and can be used in learning. The insertion of the conservation character reinforcement in the module gives positive results on the character of students. It can be concluded that “Nervous Problem Based Module with a Conservation Character” is decent and effectively applied in the nervous system learning.


Author(s):  
Rori Rachmadani ◽  
Sutarno Sutarno ◽  
Siti Umayaroh

Abstract: This study aims to produce media products in the form of e-comic on PPKN content with the theme of local culture of Malang City, class IV SD semester 2 at SDN Tasikmadu 1 Malang and SDN Tasikmadu 2 Malang which are valid and interesting. This research is a development research, which consists of (1) Analyze, (2) Design, (3) Development, (4) Implementation, (5) Evaluation. The test subjects were fourth grade students at SDN Tasikmadu 1 and SDN Tasikmadu 2 Malang. The small group trial subjects consisted of 10 students and the large group test subjects consisted of 45 students. The results of this study indicate that the developed media received a very valid and very interesting rating, according to experts and users. The results of the small-scale test showed a result of 0.93 which was stated to be very interesting and the large-scale test showed a result of 0.95. Abstrak: Penelitian ini bertujuan menghasilkan produk media berupa e-comic pada muatan PPKn bertemakan kebudayaan lokal Kota Malang kelas IV SD semester 2 di SDN Tasikmadu 1 Malang dan SDN Tasikmadu 2 Malang yang valid dan menarik. Penelitian ini merupakan penelitian pengembangan, yang terdiri dari (1) Analyze, (2) Design, (3) Development, (4) Implementation, (5) Evaluation. Subjek uji coba adalah siswa kelas IV SDN Tasikmadu 1 dan SDN Tasikmadu 2 Malang. Subjek uji coba kelompok kecil terdiri dari 10 siswa dan subjek uji coba kelompok besar terdiri dari 45 siswa. Hasil penelitian ini menunjukkan media yang dikembangkan ini mendapatkan penilaian yang sangat valid dan sangat menarik, menurut para ahli dan pengguna. Hasil dari uji skala kecil menunjukkan hasil 0,93 yang dinyatakan sangat menarik dan uji skala besar menunjukkan hasil 0,95.


2021 ◽  
Vol 5 (2) ◽  
pp. 154-166
Author(s):  
Hilyah Ashoumi ◽  
Ika Dewi Mashitoh

The purpose of this study is to answer the pandemic problem in MTsN 9 Jombang.With the help of data packages from the Ministry of Education to students and teachers, regulations related to online learning obligations are helped even though media problems and creative limitations in applying media are still haunting, young teachers who are creative in applying media are the potential of MTsN 9 Jombang.Especially in Arabic subjects that allow teachers to use learning video media to make the learning process easier.This research method uses development research which is usually abbreviated to R&D.This study adopted a model developed by Borg and Gall and the development procedures in this study include several stages (1) of potential and problem analysis, (2) data collection, (3) product design, (4) design validation, (5) design improvement, (6) product trials, (7) product revisions.The study was declared worthy with a percentage of eligibility from material experts of 74.05% and media experts of 77.14% with excellent student response with a percentage of 82.04%.


Author(s):  
Tiara Adi Pratiwi

<p>This research aims to produce students’ worksheet based on local wisdom for first grade on theme my hobbies subtheme love in doing sports&amp; singing and dancing of  SDN Utama 1 Tarakan. This research was <em>Research and Development</em>  with adopt procedure from Borg and Gall which is potential and problem, gather information, product design, design validation, the revised design, product testing, product revision, testing usage, and product revision. This result showed that : (a) student worksheet included in the category of valid from aspect content and material with average score 4,44 category very good, aspect language with average score 4 category good, and aspect desain with average score 4,04 category very good (b) student worksheet included in the category of practic with average score 3,83 category good (c) student worksheet included in the category effective from aspect observation student activity with average score 3,45 category good, aspect student respons with average score 4,32 category very good, and aspect of  students learning outcomes with average score 4,74 category very good.</p><p> </p><strong>Keyword:</strong> <em>Student Worksheet, Local Culture</em>


2019 ◽  
Vol 5 (1) ◽  
pp. 117
Author(s):  
Kharisma Eka Putri ◽  
Susi Damayanti

In the world of education today must also be changed according to the development of science and technology for example in the E-learning education. Because with E-learning the delivery of information content is not only an educational goal, but with media E-learning, learning activities can be done anywhere at any time without being limited by space and time. But in the reality, on the courses of science basic concept 2, students conduct learning activities only in classrooms with considerable time and with the same activities. So that students tend to be bored. Based on these explanations, the purpose of this study was to develop E-learning (valid, practice and effective) using student learning portals in the science basic concepts  2 in the disruption era. The type model of development research in this development research is the modification of the Borg & Gall and Lee & Owen models with the stages of research and data collection, planning, product development, design validation, design revision, product testing, product revision, and usage testing . Based on the results of product testing, E-learning media using student learning portals on the courses of science basic consep 2 in the disruption era according to substance experts obtained a percentage validity score of 88%, 89% media experts, and 86% linguists with valid categories. Based on students' practicality response, this product obtained a score of 80% based on the user's practicality score of 90%. While the effectiveness of this product reaches 80% in the effective category. Based on these data it can be concluded that E-learning media is valid, practical, and effective. So that E-learning media using the student learning portal in the courses science basic concept 2 in the disruption era is feasible to use.


Sign in / Sign up

Export Citation Format

Share Document