Upaya optimalisasi proses pembelajaran dapat dilakukan dengan meningkatkan efektifitas dan efisiensi proses dengan memanfaatkan teknologi sebagai dasar pengembangan buku ajar. Selain faktor-faktor yang bersifat eksternal (buku ajar), faktor-faktor internal pun tidak bisa dikesampingkan peran pentingnya. Sehingga diharapkan faktor internal dan eksternal mampu saling mendukung. Penelitian ini diharapkan mampu meningkatkan motivasi belajar dan kemampuan berpikir kritis mahasiswa. Penelitian ini menggunakan metode 4D (define, design, develope, disseminate) dengan menggunakan analisis deskriptif kuantitatif dan menggunakan N Gain Score untuk mengetahui efektifitas penggunaan buku ajar tersebut. Instrumen penelitian berupa lembar observasi dan wawancara, angket validas ahli materi, media, dan bahasa. Hasil penelitian ini menunjukkan bahwa buku ajar ini dikategorikan valid dan layak dengan predikat sangat bagus dengan nilai validasi 87,5% (aspek materi), 85 % (aspek bahasa) dan 87,5 % (aspek media). Buku ajar ini terbukti memberi kontribusi atas peningkatan motivasi belajar mahasiswa dengan nilai N-Gain Score 0,55 dan kemampuan berpikir kritis mahasiswa dengan nilai N-Gain Score 0,68. Maka dapat disimpulkan bahwa pengembangan buku ajar Psikologi Olahraga berbasis androin ini dapat meningkatka motivasi belajar dan kemampuan berpikir kritis mahasiswa Institut Keguruan Ilmu Pendidikan Budi Utomo Malang. Development of android-based sports psychology teaching book to improve student learning motivation and critical thinking ability AbstractEfforts to optimize the learning process can be done by increasing the effectiveness and efficiency of the process by utilizing technology as the basis for developing teaching book. In addition to external factors (teaching book), internal factors cannot be ruled out as important. It is hoped that internal and external factors can support each other. This research is expected to be able to improve student motivation and critical thinking skills. This study uses the 4D method (define, design, develop, disseminate) using quantitative descriptive analysis and using the N Gain Score to determine the effectiveness of the use of the teaching book. Research instruments in the form of observation and interview sheets, validity questionnaire material experts, media, and language. The results of this study indicate that this textbook is categorized as valid and feasible with a very good predicate with a validation value of 87.5% (material aspects), 85% (language aspects), and 87.5% (media aspects). This textbook is proven to contribute to the improvement of students' learning motivation with an N-Gain Score of 0.55 and a critical thinking ability of students with an N-Gain Score of 0.68. So it can be concluded that the development of this android-based Sports Psychology textbook can improve learning motivation and critical thinking skills of students at the Budi Utomo Institute of Teacher Training in Malang.
Bahan ajar menjadi salah satu faktor yang dapat berpengaruh terhadap kelancaran proses pembelajaran dan hasil belajar mahasiswa (Ardiansyah, Corebima, & Rohman, 2016). Mata kuliah Desain dan Strategi Pembelajaran merupakan Mata kuliah wajib yang diajarkan pada jenjang S1 Program Studi Pendidikan Jasmani kesehatan dan Rekreasi di IKIP Budi Utomo. Bahan ajar Mata kuliah Desain dan Strategi Pembelajaran yang digunakan saat ini terbatas pada bahan ajar cetak yang berisi uraian materi.Tujuan penelitian ini adalah untuk mengetahui kebutuhan mahasiswa dalam pembelajaran Mata kuliah Desain dan Strategi Pembelajaran terutama dalam penyediaan sumber belajar di IKIP Budi Utomo. Metode penelitian ini adalah deskriptif kuantitatif. Subjek penelitian adalah mahasiswa Program Studi Pendidikan Jasmani Kesehatan dan Rekreasi IKIP Budi Utomo Angkatan 2018. Sampel penelitian menggunakan random sampling. Pengumpulan data melalui wawancara dengan Dosen Pengampu Mata kuliah dan angket mahasiswa. Hasil wawancara menunjukkan bahwa bahan ajar yang digunakan selama ini masih terbatas pada bahan ajar cetak yang berisi uraian materi desain dan strategi pembelajaran secara umum, belum ada contoh spesifik desain pembelajaran Pendidikan Jasmani dan juga konsep penting pembelajaran penjas. Hasil analisis angket kebutuhan mahasiswa menunjukkan bahwa: 1) bahan ajar yang diperlukan mahasiswa berupa bahan ajar elektronik (e-book), 2) materi di dalam bahan ajar merupakan materi yang terkait dengan spesifikasi bidang ilmu yaitu pembelajaran pendidikan jasmani.
Penelitian ini bertujuan menghasilkan model pembelajaran atletik nomor lempar untuk anak tunagrahita ringan. Penelitian pengembangan ini dilakukan dengan langkah-langkah sebagai berikut: (1) pengumpulan informasi di lapangan, (2) analisis terhadap informasi, (3) pengembangan produk awal, (4) validasi ahli dan revisi, (5) uji coba lapangan kelompok kecil dan revisi, (6) uji coba lapangan kelompok besar dan revisi, dan (7) pembuatan produk final. Instrumen pengumpulan data yang digunakan yaitu: (1) pedoman wawancara, (2) skala nilai, dan (3) pedoman observasi. Teknik analisis data yang dilakukan yaitu teknik analisis deskriptif kuantitatif dan analisis deskriptif kualitatif. Penelitian menghasilkan buku panduan pembelajaran atletik nomor lempar untuk anak tunagrahita ringan yang berisikan delapan model, yaitu (1) model pembelajaran netting menolak, (2) model pembelajaran menolak peluru, (3) model pembelajaran mengayun gelang warna melewati net, (4) model pembelajaran mengayun piring ufo ke bulan, (5) model pembelajaran melempar bola berekor dengan sasaran dengan sasaran simpai yang digantung, (6) model pembelajaran melempar roket ke bintang, (7) model pembelajaran bermain netting melontar, dan (8) model pembelajaran melontar komet ke matahari.Kata Kunci: anak tunagrahita ringan, pembelajaran atletik, nomor lempar, pengembangan Developing a Learning Model of Throwing Games in Athletics for Slightly Mentally-Retarded Children AbstractThis study aims to develop a learning model of throwing games in athletics for slightly mentally retarded children. The research and development study was conducted in the research and development steps as follows: (1) collecting information in the field, (2) analyzing the information, (3) developing the preliminary product, (4) conducting expert validation and revision, (5) conducting a small-group field tryout and revision, (6) conducting a large-group field tryout and revision, and (7) making the final product. The data collection instruments included: (1) an interview guideline, (2) a grade scale, and (3) an observation guideline. The data were analyzed by means of quantitative and qualitative descriptive techniques. The study produces a guidebook for the learning of throwing games in athletics for slightly mentally retarded children consisting of eight models, i.e.: (1) a learning model of the push netting, (2) a learning model of the shot put, (3) a learning model of swinging color rings over a net, (4) a learning model of swinging an UFO plate to the moon, (5) a learning model of throwing a tailed ball at a hanging hoop target, (6) a learning model of throwing a rocket to a star, (7) a learning of the throwing netting game, and (8) a learning model of throwing a comet to the sun.Keywords: slightly mentally retarded children, athletics learning, development
This study aims to determine the management process that includes planning, procurement, use, maintenance, control, and condition of physical education facilities and infrastructure in SLB throughout Malang City in 2018. Qualitative descriptive methods with research subjects: school principals, health teachers, and students with special needs. Data collection methods by interview, observation, and documentation. Then analyzed through data reduction, data presentation, and drawing conclusions. The results showed that the management of physical education facilities and infrastructure in SLB throughout Malang was quite good with the following results the suitability value is 76%. Then SDLB Sumber Darma has a process suitability value of 60%, SDLB BCG Idayu 64%, SDLB Putra Jaya 60% and SDLB River Kids 64%. The average suitability of the implementation process of the management of physical education infrastructure facilities in Malang City Elementary School SDLB is 64% in the quite good category.
The lack of teachers in making variations of learning media causes students' interest in learning to decrease. Therefore, it is necessary to develop various learning media, one of which is power point-based electronic media. In this study, using the research and development method developed by Borg & Gall. Small group trial involving 10 students. And the large group (field) trial involved 30 students. The results of the assessment obtained from small group trials regarding the quality of the learning media developed in terms of content/material aspects included in the criteria of "very good" as much as 90%, in the good category as much as 10%, while in the category of quite good, not good and very poor. both by 0% each. The results of the assessment obtained from field trials regarding the quality of the developed learning media in terms of content/material aspects included in the "very good" criteria as much as 56.7%, in the good category as much as 40%, in the quite good category 3.3%, while in the category of less good and very unfavorable respectively by 0%.
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