<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 the results of preliminary observations, researchers found that, in the training process, students had not used a multimedia approach. The purpose of this study was to determine the level of need in volleyball exercise. The research method used was descriptive qualitative method. The subjects and objects of this study were 60 students who participated in the student activity unit for volleyball sports. The place for conducting this research was IKIP PGRI Pontianak. The results showed that: 1) The trainer had never used an interactive multimedia approach in the training process, 2) The exercise model of the volleyball used had not varied, 3) It is necessary to develop various volleyball skill training models, 4) There is a need for a multimedia-based volleyball skill training model.
Tujuan utama penelitian ini adalah menciptakan alat drill smash bola voli dilengkapi pengaturan reaksi dengan biaya terjangkau dan berfungsi untuk meningkatkan kemampuan teknik smash bola voli. Kerangka alat drill yang dihasilkan dapat diatur ketinggiannya yang dilengkapi dengan speaker untuk mentransfer suara atau sinyal dari aplikasi android yang dihubungkan melalui bluetooth. Pada alat ini juga dapat diatur waktu (sekon) dan jumlah pengulangan saat drill smash disesuaikan dengan keinginan pengguna. Alat ini bekerja secara otomatis ketika pelaksana latihan dimulai dengan ditandai klik tombol start pada aplikasi android dengan menghubungkan terlebih dahulu melalui perangkat bluetooth dari aplikasi android ke komponen rangka alat drill smash bola voli. Metode penelitian yang digunakan adalah penelitian pengembangan (research and development), untuk menghasilkan produk, menguji keefektifan produk tersebut, peneliti mengadopsi pengembangan Borg and Gall. Hasil penilaian dari hasil validator ahli bola voli diperoleh rata-rata 84,00% dengan kriteria layak, hasil validator ahli biomekanika diperoleh rata-rata 94,67% dengan kriteria layak, dan hasil validator ahli pemprograman diperoleh rata-rata 86,67% dengan kriteria layak. Hasil uji coba kelompok kecil dari 12 subjek diperoleh persentase 85,97% dengan kriteria layak, dan hasil uji coba kelompok besar 40 subjek diperoleh persentase 90,42% dengan kategori layak. Dengan demikian dapat disimpulkan bahwa inovasi pengembangan alat drill smash bola voli dilengkapi pengaturan reaksi dalam bentuk aplikasi android ini layak untuk digunakan sebagai alat untuk meningkatkan keterampilan smash bola voli khususnya untuk latihan secara individu.
The purpose of this study was to obtain data on planning, implementation, and results of students' abilities in understanding turbo throwing lessons through modification of learning tools. The research method used in this research is descriptive method with the form of Classroom Action Research. The subjects of this study were fourth grade students, totaling 32 students. The technique used in this research is observation and test technique. Based on the research that has been done in the first cycle, there was an increase in student learning outcomes which previously only 15 students completed (47%) with an average score of 67.32 to 21 students who completed (66%) with an average score 76.43. This still has not reached the minimum completeness criteria, which is 70% of the number of students studied. Therefore, the researcher re-conducted classroom action research in the second cycle. Student learning outcomes in the second cycle further increased to 88% with the number of students who got a complete score of 28 people with an average score of 82.03. Based on the explanation, it can be concluded that the improvement of Turbo Throwing Learning Outcomes with Modified Learning Media has succeeded in achieving the minimum learning completeness criteria for fourth graders at State Elementary School 04 Pontianak East.
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