Penelitian ini bertujuan untuk mengetahui pengaruh latihan tendangan menggunakan ban karet terhadap hasil tendangan sabit pencak silat. Metode penelitian ini adalah kuantitaatif dalam bentuk pre eksperimental design. Desain yang di gunakan dalam penelitian ini adalah one group pretest-postest design. Populasi penelitian ini adalah atlet pencak silat putri pra-remaja Kabupaten Pekalongan yang berjumlah 28 orang dengan teknik total sampling. Teknik pengumpulan data menggunakan tes kemampuan tendangan sabit selama 1 menit. Hasil penelitian yang diperoleh yaitu (1) Hasil penelitian pengaruh latihan tendangan dengan ban karet terhadap hasil tendangan sabit pada kaki kiri dengan nilai R-Square sebesar 0,718. Nilai tersebut mengandung arti bahwa latihan berpengaruh terhadap hasil tendangan sabit pada kaki kiri sebesar 71,8%, sedangkan sebesar 28,2% merupakan hasil keterampilan tendangan sabit kaki kiri yang dipengaruhi oleh variabel lain. (2) Hasil penelitian pengaruh latihan tendangan dengan ban karet terhadap hasil tendangan sabit pada kaki kanan dengan nilai R-Square sebesar 0,771. Nilai tersebut mengandung arti bahwa latihan berpengaruh terhadap hasil tendangan sabit pada kaki kanan sebesar 77,1%, sedangkan sebesar 22,9% merupakan hasil keterampilan tendangan sabit kaki kanan yang dipengaruhi oleh variabel lain. Dari hasil tersebut dapat artikan bahwa latihan tendangan dengan ban karet berpengaruh terhadap hasil tendangan sabit pencak silat.
The manuscript that we examined contains the introduction of gamification into e-learning lecture activities in universities. A literature study will explain conceptual differences between the techniques and methods of mechanics and game dynamics used by students. Gamification will be combined into e-learning at a university, and this has various benefits in the learning process, such as higher motivation, more fun learning, and active learning. This Paper shows the importance of gamification in learning, including in higher education. The manuscript that we created presents a different perspective on the concept of gamification in the University. The innovation in this paper describes incorporating characteristics of gamification and e-learning that can demonstrate the practical use of gamification in e-learning. The method used is a literature study. Further research expected that this framework can be applied in various universities.
Abstrak Dewasa ini, perkembangan industri penerbangan maupun wisata dalam negeri sangatlah pesat. Hal tersebut sangat berpengaruh pada proses reservasi yang dapat dilakukan secara online. Penelitian ini bertujuan untuk menguji dan mengetahui pengaruh variabel brand image dan online customer review secara parsial maupun simultan terhadap keputusan pembelian melalui online travel agent Traveloka. Menggunakan metode kuantitatif dengan explanatory research dengan sampel berjumlah 79 pengguna Traveloka sekaligus mahasiswa STTKD. Pengumpulan data dilakukan dengan cara membagikan kuesioner secara online menggunakan google form yang selanjutnya datanya diolah melalui SPSS versi 21. Sebagai hasil penelitian, variabel brand image dan online customer review berpengaruh secara parsial maupun simultan terhadap keputusan pembelian melalui online travel agent Traveloka. Traveloka diharapkan mampu mempertahankan citra yang telah diraih dengan terus meningkatkan kinerja sekaligus awareness akan kebutuhan para pelanggan. Selain itu, Traveloka sebagai penyedia jasa harus bertanggung jawab atas segala pertanyaan maupun tanggapan mengenai layanan yang ditawarkan agar tidak menimbulkan ambiguitas yang akan menimbulkan banyak review negatif.
This paper looks at digital strategy and what it can do to promote a peaceful global local area in the age of computers. Cyberspace holds a key position and particular relevance in international affairs. This subject has gained popularity as most international entertainers have developed their global strategy and implemented various tactics to pursue their primary goals online. For instance, the Ministry of Foreign Affairs' use of social media to promote the country, its policies, and its ideals are clear evidence of this. Unfortunately, not all online activities are calm. China and the US are at odds over cyber security, and two groupings of countries are vying for control of the field internationally. Because of this conflict of interest between the countries, cyber diplomacy is required to arbitrate and prevent open cyber war. Cyber diplomacy is an international practice that results from efforts to create an international cyber community by connecting the national interests of nations with the dynamics of the global community. To fulfill the traditional duties of diplomacy in cyberspace, such as promoting trust and peace among stakeholders, cyber diplomacy is to do so. This paper uses English School diplomacy theory to analyze the potential of cyber diplomacy for peaceful cyberspace use. Digital tact consists of two main components: an effort to prevent internet deterioration and a globally coordinated apparatus for creating common digital standards.
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