This research aims to know the common mistakes made when doing a lay up shot in the game of basketball. Analysis of lay up shot is very necessary for the coach or instructor and basketball player itself to figure out how to fix the error. Analysis of lying Shot started, step (1. Reflecting sphere of the Agency towards the ring, 2. Forward with the right foot), jump (jump using the left foot), shot (1. Insert the ball with your right hand, 2. Thighs lift your right leg, 3. Head the ball to the target on the reflection). The number of samples as many as 35 people, who came from rookie basketball player i.e. students aged 17-19 years. The results of this research are (1) stepped on stage just as much as 44.3% to successfully perform the phases correctly. (2) at the stage of jumping as much as 77.1% to successfully perform this stage well and (3) on the stage of entering the ball just as much as 41% who succeed do the phases correctly.
The learning model used is based on the material provided and adapted to the situation and conditions in the field. There needs to be a game modification so that students can actively participate in learning volleyball games. The purpose of this study was to see the effectiveness of the small side games learning model on the mobile phone application to increase student participation in physical education. The research method used was an experiment with a control group. Participants involved in the study were 84, subjects in the experimental group are 42 (26 male and 16 female), subjects in the control group are 42 (17 male and 28 female). Instrument in this study include: observation, questionnaire, and forearm pass test. Data analysis used in this study using Excel 2019 by testing the difference in mean (t-test). Number of active students during physical education learning in the control group is 28 students and inactive 14 students. The number of active students during physical education learning in the experimental group was 37 students and 5 students inactive. The results of the effectiveness test show that the learning model of small side games is better for improving volleyball forearm pass skills with the results obtained for t 0 7.884 and t table 1.292 db 82 and α = 0.05. Although this study only focuses on learning basic skills forearm pass volleyball in high schools and there is no control during the effectiveness test, it can be concluded that this application in mobile learning based small side game forearm pass volleyball can be used to increase participation and basic skills of volleyball. Besides, it's easier for teachers or students to receive material either face-to-face or long distance. This study highlights the benefits of SSG because the mobile learning application contributes to the teacher in making lesson plans and as pupils study guide application for implementing small side games in physical education.
The aim of the research is to analyze the technological addiction of middle and high school students in the context of swimming, by examining variables such as gender, school level, attitudes towards swimming, and participation in swimming. The study was carried out utilizing causal-comparative and correlational research methodologies. Study's target population comprises middle and high school students enrolled in Medan during the academic year of 2022-2023. The study's sample comprises 268 students, with 126 females and 146 males, who were selected from the population through convenience sampling. Technology Addiction Scale (TAS), Swimming Participation Scale (SPS) and Attitude Scale Towards Swimming (STS) were used as data collection tool. Study employed the independent samples t-test method to examine the potential differences in technology addiction, swimming attitude, and participation scores among students based on gender, school level, and regular sports participation variables. The study employed Pearson's moment product-moment correlation coefficient and regression analysis methods to examine the associations among students' technology dependence, swimming attitudes, and participation scores. According to the results, a significant difference was found between the technological addiction scores of the students who regularly do swimming and those who do not. Moreover, there wasn't significant difference between genders in swimming attitude and swimming participation scores. The higher levels of technological addiction observed among high school students compared to middle school students in the domains of instant messaging and overall technological addiction. The significant and negative relationships between attitude towards swimming, participation in swimming, and technological addiction emphasize the potential function of swimming as a protective factor against addictive behaviors
This study aims to find out how effective the success of application-based basketball scorers is in recapturing all events, both personal foul violations, foul teams, score / points etc., according to the FIBA scorer fortofolio in the FIBA match rulebook. The research method used is an experimental method by looking at the differences in the results of the actual scorer records with the results of application-based scorer records. The sample in this study is a student of the Faculty of Sports, Medan State University who took a course in basketball game management. From the results of the research data obtained for personal foul data obtained the value of r Q1 (Quarter round)= 0.9656, Q2= 0.7281, Q3= 0.8668 and Q4= 0.8150, for the foul team data obtained the value of r Q1= 0.9656, Q2= 0.7281, Q3= 0.8668 and Q4= 0.8150, for the data of point 1 score obtained r value Q1= 0.9161, Q2= 0.8989, Q3= 0.9444 and Q4= 0.9048. For the time out data carried out by each team, the values of r Q1 = 1, Q2 = 1, Q3 = 1 and Q4 = 1 from the results of the reliability test, it can be concluded that the scorer application for basketball games can be used to replace the manual scorer that has been used and the level of efficiency is also very high judging from the reliability test category which ranges from strong to very strong.
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