Kebugaran merupakan perpaduan dari aktivitas dan olahraga yang dilaksanakan di tempat olahraga, rumah atau tempat lainnya. Senam aerobik merupakan Model ini bersifat kualitatif survey dengan metode lecturing, yaitu menyampaikan ide dan gagasan serta wawasan yang dimiliki masing-masing pemateri kepada para peserta webinar. Teknik pengumpulan data dilakukan dengan wawancara melalui Google Form dan Whatsapp kepada 14 belas mahasiswa Universitas Riau yang melakukan Kuliah Metodologi Penelitian. Hasil menunjukkan bahwa mahasiswa antusias mengikuti pembelajaran daring (dalam jaringan) serta ingin melaksanakan penelitian pengembangan.
The Android application is a Linux-based operating system for cellular phones such as smartphones and tablet computers that can be designed as digital media to facilitate the need for teaching materials. The purpose of this study was to develop Android-based massage sports teaching materials for students in the Physical Education, Health, and Recreation Study Program. The research method was research and development with the Borg and Gall models. Data collection techniques included observation, interviews, questionnaires, tests, and documents. The participants involved were students, colleagues, and experts. The results of the study indicate that teaching materials for learning sports massage based on Android provide convenience in understanding the content of the material. Students can access materials easily at any time, both on-campus and off-campus. This application is called "MassageSmartClick," which can be accessed on mobile phones, and students can also study it in the print book that has been presented in the application. It has some menus, namely the splash menu, main menu, competency menu, material menu, illustration menu, evaluation menu, and information menu.
The purpose of this study was to create and test the effectiveness of basic athletic motion of 40 meters running based on the traditional Lahat game at the elementary school level. This research uses research and development (R&D) methods. This research has been carried out at the primary school level in Lahat Regency, South Sumatera, with the subject of small group trials totaling 20 elementary school students and large group trials of 60 elementary school students by applying 30 basic motion learning models of 40-meter athletic running based on games traditional Lahat. Based on the results of the effectiveness test with 40 elementary school students as the test subjects, the N-gain score was obtained an the average value for the experimental class was 85.04% and it can be said to be "effective". Meanwhile, the average N-gain score for the control class is 46.53% and it can be said to be "ineffective", so the products that have been developed have been proven to be feasible and effective in improving the basic movement skills of elementary school students.
Locomotor is a fundamental aspect of learning to move effectively and efficiently. For children, locomotor motion becomes a variety of movement activities in daily activities so that this movement becomes a fun learning process if done through activities. The study aimed to get the concept of basic locomotor motion characteristic using games. Locomotor motion learning increases the students' endurance and academic achievement. The method used to research and development is Dick and Carey procedure. Data are collected using observation, interview, questionnaire, and test. The data analysis used judgment expert and the result of the test using the independent sample t-test. The findings show that students need some variation of basic locomotor motion using traditional games. The motion is walking, running, and jumping which creates 14 basic locomotor motions. They have differences in goals and objectives motion. This model is feasible and effective, which can be used in the school. Also, it can use for the public elementary school in Indonesia because all motion with the traditional games is familiar games for Indonesia children. It is easy to do at school. In Indonesia, many traditional games are used to support learning process in physical activity. Thus, the learning activity can do in the class or out of class.
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