Massage is an art of hand movement that aims to get pleasure and maintain physical health. This mechanical hand movement will cause a sense of calm and comfort for the recipient. For normal humans and those with disabilities, massage can also be used as a means to earn a living. This obviously helps create jobs and generate generic income. Teaching massage in writing without going through practice will encounter many difficulties. Because basically massage is the expertise or skill of the hands in performing manipulations which must be based on experience, theoretical knowledge and knowledge of service marketing that complements it. Mastery of massage skills will be achieved if by doing practical exercises on their own but still under the supervision of a teacher or massage expert as well as a manual for doing massage. The goal to be achieved in this research is to create a massage manipulation service formula that is adapted to the characteristics of sports and service marketing management. The target to be achieved is to produce a standard sports massage model that is adapted to the characteristics of the sport that is easy to do, video models and manuals procedure. The achievements in this study can be used as targets or references for each sports massage variable to all sports stakeholders, especially KONI research partners in Medan City. The results show that sports massage services are beneficial for users and can increase income.
This research is a research on the development of learning media for the subject matter of the Volleyball subject matter based on e-learning satellite. This study discusses the role of learning media with technology. This study uses research from Borg and Gall through 10 stages including:(1) Preliminary Study, (2) Research planning, (3) Initial product development, (4) Initial (limited) field trials, (5) Revision of limited field test results, (6) wider field trials, (7) Revision of field test results, (8) Feasibility test, (9) Revision of feasibility test results, (10) Dissemination and socialization of final products. Results of this study: Small group test was carried out by testingdisplay of refereeing material Based on the value of the assessment questionnaire display of refereeing materialWith indicators of learning implementation assessment and material display, it is concluded that the questionnaire given to small groups has an effectiveness of implementing e-learning based refereeing learning by 55%. In other words, there is still much that needs to be improved so that the application used can have maximum effectiveness in the effectiveness of the assessment questionnaire pimplementationrefereeing learning based on e-learning It can be concluded that the questionnaire given to IT and Media experts has a display pimplementationrefereeing learning based on e-learning 56%.
In general, this research aimed to build a new powerful resource for college students which can be accessed by them whenever they want and wherever are using their android based smartphone. Furthermore, this research was also made to encourage and sharpen lecturer's creativity in order to make a learning media like downloadable application where can be easily found on play store and install that program on their android based smartphone, so there would be no more excuses for lecturers to be out of date from the latest technologies and information. This application contains tutorials of whole basic technique related to basketball, and complete guidance of basketball regulations along with signs and codes of the referee. The making of this application, which can be found and downloaded on "Playstore" by everybody, involved a number of lecturers in Faculty of Sport, Medan State University, to be instructors in the videos for delivering lessons of basketball technique. Based on the first test results of 30 students who have downloaded the application and learned from it there were 28 students (>80%) who categorized as excellent both in motoric skills and referee regulations comprehension and merely 2 students with good category. On the other hand, another class of 30 students who have not been introduced with the application gained lower score from those who have been by as many as 19 students in excellent category and 11 students in good category both in basketball basic techniques and arbitration.
This research was funded by BOPTN funding. This research is focused on the Development of Basic Volleyball Learning Media Based on Web Learning Materials Towards KKNI at Fik Medan State University. This research is a research and development. After researching the results of volleyball basic technical skills based on learning groups, namely the posttest experimental group (new model, web learning) and the pretest experimental group (old model), it is found that the results of basic ball technical skills volleyball in the posttest experimental group ie the lowest score of 80 and the highest score of 90. Whereas in the pretest experimental group, the results of volleyball basic technique ability obtained the lowest score of 70 and the highest score of 90. The average score and standard deviation in the posttest experimental group were 82.00 and 4.14, while in the pretest experimental group amounted to 78.00 and 8.62. When viewed from the distribution of questionnaires to see new model learning is more effective than old model learning. The average effectiveness of the old model learning outcomes indicator is 86.57% and the learning model is new or uses web learning 98.77%. So it can be concluded that learning new models is more effective than learning models.
Penelitian ini bertujuan untuk memenuhi kebutuhan aktivitas aerobik tunanetra melalui pengembangan alat bagi siswa SLB- A kelas V, VI, VII dan VIII Karya Murni Medan Johor. Penelitian ini menghasilkan produk pengembangan berupa prototipe modifikasi ergocycle dengan memanfaatkan sepeda bekas disesuaikan dengan kaidah yang sesungguhnya menurut para ahli, karakterstik kebutuhan tunanetra, ketersediaan sarana serta dana oleh pihak yayasan Sekolah Luar Biasa (SLB – A) Karya Murni Medan Johor juga ditinjau dari cukupnya ketersedian bahan baku pembuatan alat. Metode penelitian ini adalah penelitian dan pengembangan dengan tahapan penelitian sebagai berikut: (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validitas desain, (5) revisi desain, (6) uji coba skala kecil, (7) revisi produk, (8) uji coba skala besar, (9) revisi (penyempurnaan), (10) hasil akhir prototipe modifikasi ergocycle dengan memanfaatkan sepeda bekas sebagai solusi pemenuhan kebutuhan aktivitas aerobik tunanetra. Hasil penelitian dan pembahasan mengenai kepuasan konsumen yang tertuang dalam empat aspek yaitu; 1) keamanan, 2) kenyamanan, 3) estetika dan, 4) tampilan. Keempat aspek tersebut telah disesuaikan dengan karakteristik tunanetra sebagai konsumen pengguna alat, dan merupakan hasil dari diskusi pada ahli penjas adaptif dan ahli otomotif. Setelah dilakukan uji coba produk, maka diperoleh tingkat kepuasan sebesar 55,92% dari hasil uji coba skala kecil, dan diperoleh tingkat kepuasan sebesar 92,5% dari hasil uji coba skala besar. Disimpulkan bahwa pengembangan prototipe modifikasi ergocycle dengan memanfaatkan sepeda bekas ini mengalami peningkatan yang signifikan dan dapat digunakan untuk memenuhi kebutuhan aktivitas aerobik siswa SLB - A Karya Murni Medan Johor.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.