<p class="0keywords"><strong>—</strong><em> </em>SMASH's skill is a technique that can be done by a person in a hard swooping towards your opponent to produce numbers. Interactive multimedia technology is expected to be a guideline for athletes in looking at more variation models of SMASH. The aim of development research is to produce an interactive multimedia volleyball playing skill training model. The method used in this research is development research design by Borg and Gall. The approach used in this study is a qualitative and quantitative approach. This study is hoped to improve volleyball skills by looking at the interactive multimedia volleyball playing practice model. This study concludes that interactive multimedia-based volleyball skill playing model can be used in the actual application of exercises.</p>
Based on preliminary observations conducted on teachers and students of SMP Negeri in Malang Regency: (1) students can not and do not like the material gymnastics floor, and tend to like the material of big ball game (92%); (2) students state that educators have never done teaching with media in the form of interactive multimedia, 100%; and (3) students agree when done an development of interactive multimedia media for learning basic technique of gymnastic floor 100%. The purpose of this research and development is to develop an effective model of basic techniques of floor gymnastics for junior high school students using interactive multimedia. In this study is using development research methods from Borg and Gall (1983: 775), and researchers did not use the whole but only using 7 steps. The 7 steps chosen by the researchers are as follows: (1) collecting information, (2) initial product design, (3) expert evaluation, (4) trial in phase I , (5) product revision (6) trials in phase II, (7) revisions and final products. Based on the result of data analysis of the evaluation of the learning expert is very valid, the evaluation of expert gymnastics is very valid, the evaluation of media expert is very valid. From the data analysis result of small group trial is valid enough (73,1% ), while large group trial is very valid (85,75%), thus it can be concluded that the development of interactive multimedia-based floor gymnastic basic technique for junior high school student can be used.. Keywords: Development, learning, gymnastics floor, interactive multimedia
The purpose of this research is to develop a digital-based volleyball service skills test instrument. The research method used is research and development which adopts Borg and Gall theory which has 10 stages of development. The research subjects numbered 28 male. The results of this development research are the 12 subject small-scale trials getting an average value of 82% the category of "Good / feasible" to proceed to the large-scale trial phase volleyball players and daughter. Data collection uses observation, questionnaire, interview and test. The results of 16 subject large-scale group trials obtained an average value of 85.3% in the category of "Good / decent" which means that the digital-based volleyball under service skills test instrument was "feasible" to proceed to the stage of tool implementation. The conclusion from the results of the development of a digital-based volleyball under service skill game instrument "Eligible" is used as a tool to measure the technical ability of volleyball players.
Almost the whole world was affected by the Study From Home (SFH) policy from Elementary Schools to Higher Education during the Covid-19 Pandemic. However, teaching and learning activities did not stop even though the world was facing an outbreak of this disease including Indonesia. Despite face-to-face teaching and learning activities since last March, schools are not ready to reopen face-to-face teaching and learning activities physically because it is still difficult to implement the Covid-19 prevention health protocol and increasingly massive procedures in educational institutions during face-to-face learning. This study aims to see how the distance learning activities for students are implemented in eastern Indonesia. A total of 432 students from junior high school, high school and tertiary education were sampled in this study. Through this research, data about interest in distance learning can be obtained, as well as what they experience during the distance learning period. This study also provides an overview of difficulties during distance learning, the dominant material and tasks given by the teacher during the Pandemic period as well as inhibiting and supporting factors in distance learning. This study uses a descriptive method, with the research instrument using a questionnaire made through the google form application from respondents and direct visits of subject teachers to students' homes that are not reached by the internet.
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