Traditional children play is a suitable physical activity for instructional mean in kindergarten. The research intends to develop Traditional Children Play based instructional model to optimize development of fundamental motor skills of kindergarteners. This research used research and development approach from Borg & Gall. Research's subjects were traditional children play in DIY, and kindergartens in DIY. Data were collected by interview, observation, and ducoments analysis. Collected data were analyzed in three steps: organized and reducted, displayed, and summarized and verificated. The study was done with following activities: identification of theoretical basis and determination of instructional model design, identification and analysis of traditional children play, and validation of instructional model. After being validated by material experts and teaching experts, the traditional children play based instructional model for optimizing the development of kindergarteners' fundamental motor skills consists of: (1) concepts/theoretical basis, (2) activity stages, (3) social systems, (4) principles of reaction, (5) supporting system, and (6) model impact. Keywords: traditional children play, instructional model, fundamental motor skill, kindergarteners PENGEMBANGAN MODEL PEMBELAJARAN BERBASIS DOLANAN ANAK TRADIDIONAL UNTUK MENGOPTIMALKAN PERKEMBANGAN KETEREAMPILAN MOTORIK DASAR SISWA TKAbstrak: Dolanan anak merupakan aktivitas jasmani yang sangat cocok untuk wahana pembelajaran di Taman kanak-kanak. Penelitian ini bertujuan untuk mengembangkan "Model pembelajaran berbasis Dolanan Anak untuk mengoptimalkan pengembangan kemampuan gerak dasar siswa TK. Penelitian ini menggunakan pendekatan penelitian dan pengembangan dari Borg & Gall. Subjek penelitian adalah dolanan anak yang ada di DIY dan beberapa TK di DIY. Teknik pengumpulan data menggunakan studi pustaka, observasi, dan wawancara. Data yang dianalisis dengan direduksi, disajikan, serta disimpulkan dan diverifikasi. Penelitian yang dilaksanakan adalah pengidentifikasian landasan teoritis dan penetapan disain model, pengidentifikasian dan pengkajian Dolanan anak, serta validasi Model pembelajaran. Setelah divalidasi oleh ahli materi dan ahli pembelajaran, Model pembelajaran berbasis Dolanan anak untuk mengembangkan kemampuan gerak dasar siswa TK terdiri dari: (1) Konsep/landasan teori, (2) tahapan kegiatan, (3) system sosial, (4) prinsip reaksi, (5) system pendukung, dan (6) dampak model. : dolanan anak, model pembelajaran, kemampuan gerak dasar, siswa taman kanak-kanak Kata Kunci
Background: Kumite is a physical contact fight in a karate match characterized by short explosive and intermittent movements. Kumite needs endurance, power, and agility. To achieve optimal performance, special training must be programmed. Purpose: This study aims to test the content validity of the HIIT training program that was created in a special preparation to improve the dominant motor components, namely endurance, power, and agility in the performance of Kumite athletes. Methods: This is development research with a quantitative approach. This research was carried out in 3 stages. The first stage was to analyze journals, eBooks, and textbooks to design a HIIT program. This was followed by the second stage in the form of the Delphi technique by meeting directly with experts to conduct an assessment of the HIIT program created. The third stage is data analysis using the content validity ratio (CVR) formula to test content validity. Participants consisted of 10 experts and documents. Results: The results of the content validity test using the content validity ratio (CVR) formula found that all assessment items from 10 experts showed CVR values of 0.8 and 1.00. In other words, the assessment results can be categorized as having high content validity. Conclusion:The HIIT training program in special preparation to improve the dominant biomotor components of endurance, power, and agility developed by the author has high content validity so it is suitable for use in karate athletes, especially Kumite.
Abstrak: Penelitian ini bertujuan untuk mengembangkan Model aktivitas jasmani yang edukatif dan atraktif (Majeda) berbasis dolanan anak sebagai wahana untuk mengoptimalkan tumbuh kembang siswa TK. Penelitian menggunakan pendekatan penelitian dan pengembangan dari Borg dan Gall. Penelitian dilaksanakan dalam tiga tahapan: pengembangan model, ujicoba model, serta uji operasional dan diseminasi model. Penelitian tahap pertama untuk mengembangkan model dilaksanakan dengan kegiatan: penetapan disain model yang akan disusun, pengkajian aspek-aspek pembelajaran TK, karakteristik peserta didik, serta nilai-nilai dan unsur-unsur gerak dalam dolanan anak, penetapan format Majeda, dan memvalidasi draft Majeda. Data dikumpulkan lewat Focus Group Discussion, sedang analisis data dilakukan secara deskriptif kualitatif. Hasil kegiatan adalah tersusunnya disain Majeda berbasis dolanan anak yang divalidasi oleh ahli dan praktisi. Kata kunci: dolanan anak, Majeda, tumbuh kembang, siswa taman kanak-kanak DEVELOPING MAJEDA BASED ON CHILDREN PLAY TO OPTIMIZE GROWTH AND DEVELOPMENT OF KINDERGARTENERSAbstract: This research develops a model of educative and attractive physical activity called Majeda based on children play as a means for optimizing kindergarteners' growth and development. It adopted research and development (R & D) by Borg and Gall which comprised three stages, i.emodel development, trials, and launching and dissemination. The first phase was the development of the model by preparing the model design, reviewing aspects of the teaching learning process in kindergarten, characteristics of kindergarterners, and the values and elements of motion in children play, choosing the format of Majeda, and validating the draft of Majeda. The research produced the design of Majeda based on children play which was validated by experts and practitioners. Keywords: Children play, Majeda, growth and development, kindergarteners PENDAHULUANPeletakan dasar untuk pengembangan pola pikir dan kepribadian anak akan sangat ditentukan oleh pengalaman belajar yang dialami anak-anak sejak anak-anak masih berusia pra-sekolah. Pengalaman belajar yang diperoleh oleh anak-anak sejak usia dini melalui proses belajar di lingkungan keluarga, lingkungan masyarakat, maupun lembaga pendidikan merupakan proses belajar yang penting dan menentukan bagi pengembangan anak selanjutnya. Perkembangan pengetahuan, keterampilan, serta sikap dan sifat anak akan tergantung pada apa yang dilihat, diperoleh, dan diajarkan oleh orang lain kepada anak pada saat ia berusia dini.Untuk mengoptimalkan masa emas (golden age) tumbuh kembang anak, Pemerintah terus berupaya meningkatkan penyelenggaraan pendidikan dan pengembangan anak semenjak usia dini melalui pendidikan anak usia dini (PAUD). Salah satu jenis PAUD adalah taman kanakkanak (TK). Mansur (2009) menyatakan bahwa TK adalah salah satu bentuk satuan PAUD pada jalur pendidikan formal yang menyelenggarakan program pendidikan bagi anak usia empat tahun sampai enam tahun.Peserta didik TK memiliki karakteristik sebagai beri...
The competencies possessed by teachers have not been as expected, as evidenced by the average value of pedagogic competencies, which are still low compared to the results of professional competence scores on the Teacher Competency Test. This study aimed to develop a model for improving the pedagogic competence of Physical Education teachers which was arranged into a module that contains how to develop a learning implementation plan, how to create and use the learning media, how to create and use the teaching materials, and how to prepare and implement the learning assessments. The development tests that were carried out were: 1) alpha test, 2) beta test, and 3) final product validation. The alpha test is a product validation test by three experts, while the beta test is a load and product suitability test involving 27 teachers and 3 supervisors, followed by a final product validation stage involving 84 teachers who are divided into two groups, namely experimental and control. The research instruments used were a questionnaire and a competency improvement scale. The data analysis techniques used are quantitative descriptive data analysis, gain score data analysis, and t-test. Based on the results of the assessment at the alpha test, beta test, and program validation stages, the resulting product was declared suitable for use as a teaching material set. Furthermore, through the process of testing the effectiveness of the product, the model of increasing pedagogic competence based on teaching materials is proven to be effective and can significantly improve the pedagogic competence of Physical Education teachers.
The purpose of the research was to produce a learning method based on traditional games which suits to primary school student characteristics, easy and safe for primary school students to play with, and also an effective development method to develop honesty, disciplinary, and responsibility. The research method used was research and development method or RnD. This method is used to produce a product in a form of a learning method based on traditional games to build the character of primary school students. The research steps were: (1) preliminary study, information collection and literature analysis needs, observation, and research scheme work composition (2) planning (objectives formulation, the determination of learning sequence) (3) the development of initial product (learning material preparation, evaluation of instrument) (4) initial field trial (small scope trial) (5) revision of the main product (based on the suggestion post the initial trial) (6) primary field trial (big scope trial) (7) product revision (based on the result of big scope trial) (8) affectivity trial (9) final product revision (10) dissemination and implementation. The data analysis techniques used were descriptive quantitative analysis and descriptive qualitative analysis. The result of this research is a manual boof of learning method based on traditional games to develop honesty, discipline, and responsibility characters.
The implementation of education in schools contains values including responsibility, discipline, independence, honesty, creativity and social. The Covid-19 pandemic that is currently happening has become a barrier to learning in schools so that it is diverted online. The aim that you want to know in this study is how the axiology in physical education learning through e-learning in the era of the Covid-19 pandemic? This research is a correlational study using a population of junior high schools in Yogyakarta. The research subjects were 120 people. The sampling technique was chosen randomly by random sampling technique. The data collection instrument used a questionnaire with a Likert scale type with a validity and reliability value of the questionnaire with a value of 0.887. The results of this study explain that there is no axiological value relationship in physical education learning through e-learning in the Covid-19 pandemic era with a significant value of 0.264. The axiological value obtained is included in the low category of physical education learning through e-learning in this pandemic era. In this online learning, it is hoped that students can still increase the value of axiology. This increase can be done by habituation in the environment of students, both family, school and social
Study purpose. Agility plays an essential role in basketball so increased agility needs to be a concern in the physical conditioning exercises of basketball players. To achieve the best results possible with an exercise, the type and manner of the exercise must be considered. The more varied is the training model offered to athletes, the more will it further encourage athletes not to feel exhausted while training. However, the training model used is still limited to hard textured courts. Though the use of textured fields such as water and sand has an impact other than power load, it lowers the rate of injury. Materials and methods. The method used in this study was a 2 x 2 factorial design experiment. This study involved 36 men's basketball athletes ages 16–18. The leg power instrument used a vertical jump, agility assessment used an agility test, and analysis of this study data used the ANOVA test. Results. (1) the sand exercise method shows higher results than the water exercise method; (2) athletes who have high limb power are better in agility testing than athletes who have low limb power; and (3) there is an interaction of water exercise and sand exercise methods and power of the limbs against agility. Conclusions. The results of this study could prove that sand exercise methods are more effectively used in increasing agility to be an alternative for coaches.
Penelitian ini bertujuan untuk menghasilkan produk berupa CD pembelajaran pendidikan jasmani olahraga dan kesehatan berbasis komputer untuk SMA yang valid dan efektif. Penelitian ini menggunakan metode Research and Development (R&D). Media yang dikembangkan memuat materi tentang HIV/AIDS. Pengembangan media pembelajaran ini menggunakan software Adobe Flash Cs3 Professional. Media yang telah dikembangkan melalui dua tahap penelitiannya itu validasi ahli dan uji coba lapangan. Berdasarkan validasi ahli dan uji coba lapangan hasil penelitian menunjukkan produk termasuk kriteria “Sangat baik” dengan rerata skor 4,25. Hasil tes siswa mengalami peningkatan dari rerata skor pretest 5,53 dan rerata skor posttest 7,56. Berdasarkan hasil tes tersebut dapat disimpulkan bahwa media pembelajaran pendidikan jasmani olahraga dan kesehatan efektif digunakan dalam pembelajaran di SMA. Kata kunci: Pengembangan media, penjasorkes, SMA
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