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PEMANFAATAN MEDIA COMPUTER ASSISTED INSTRUCTION (CAI) MODEL DRILLS UNTUK MENINGKATKAN PEMAHAMAN TERHADAP MATERI AJAR DRIBBLE PERMAINAN BOLA BASKET MASLIKAH, SITI
Jurnal Pendidikan Olahraga dan Kesehatan Vol 4, No 2 (2016): Volume 4 Nomor 2 Tahun 2016
Publisher : Jurnal Pendidikan Olahraga dan Kesehatan

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Abstract

Abstrak Perkembangan ilmu pengetahuan dan teknologi saat ini sangat memudahkan dalam dunia pendidikan. Sehingga menuntut guru untuk lebih kreatif dan inovatif dalam mengelola pembelajaran. Guru harus mampu menentukan metode pembelajaran yang tepat agar tujuan pembelajaran dapat tersampaikan secara maksimal. Karena perkembangan IPTEK yang semakin canggih, guru dapat memanfaatkan penggunaan media berbasis komputer yakni computer assisted instruction (CAI). Tujuan penelitian ini adalah untuk mengetahui manfaat dari penggunaan media computer assisted instruction (CAI) model drills terhadap peningkatan pemahaman materi ajar dribble permainan bola basket pada siswa kelas X IPS 4 SMA Negeri 3 Bojonegoro. Jenis penelitian yang digunakan adalah penelitian eksperimen (praeksperimen) dengan menggunakan desain penelitian one group pretest-posttest design. Populasi pada penelitian ini adalah seluruh kelas X SMA Negeri 3 Bojonegoro yang berjumlah 240 siswa. Cara menentukan sampel dengan menggunakan cluster random sampling sehingga didapat kelas X IPS 4 yang berjumlah 26 siswa. Berdasarkan hasil penelitian dapat disimpulkan bahwa terdapat peningkatan pemahaman materi ajar dribble permainan bola basket pada siswa kelas X IPS 4 SMA Negeri 3 Bojonegoro menggunakan media computer assisted instruction (CAI) model drills. Hal ini dapat dibuktikan dari hasil perhitungan uji t yang menunjukkan bahwa nilai t hitung > t tabel (8,839 > 2,060). Kata Kunci: Computer Assisted Instruction, Pemahaman, Dribble Abstract Today, the development of science and technology makes everything easier for education. So, teachers need to be more creative and innovative in managing the learning activities. Teachers should be able to determine which appropriate learning method that can be applied so that the purpose of the learning can be achieved. Since the science and technology are increasingly developed, teachers can use one of computer-based media namely Computer Assisted Instruction (CAI) to be applied in the teaching and learning process. The purpose of this study is to know the benefits of the use of computer assisted instruction (CAI) by using drills model to improve the understanding of dribble basketball game teaching material to the X IPS 4 students in SMA Negeri 3 Bojonegoro. This study is an experimental research using one group pretest-posttest design. The population of this study is the tenth graders of SMA Negeri 3 Bojonegoro with the number of 240 students. The way to determine the sample of the research is by using cluster random sampling which finally gets the X IPS 4 class with the number of 26 students as the sample. Based on the result of this study, it can be concluded that there were improvement in students’ comprehension of dribble basketball game teaching material to the X IPS 4 students in SMA Negeri 3 Bojonegoro by using computer assisted instruction (CAI) with drills model. It was proven by the t-test calculation which shows that the t-value > t-table (8,839 > 2,060). Keywords: Computer Assisted Instruction, Kognitif, Dribble
Sistem Deteksi Kantuk Pada Pengendara Roda Empat Menggunakan Eye Blink Detection Maslikah, Siti; Alfita, Riza; Achmad Fiqhi Ibadillah
Jurnal FORTECH Vol. 1 No. 1 (2020): Jurnal FORTECH
Publisher : FORTEI (Forum Pendidikan Tinggi Teknik Elektro Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56795/fortech.v1i1.221

Abstract

The number of traffic accidents in Indonesia is increasing. One of the main factors is the condition of a sleepy driver. In general, sleepy occurs at night when the body need to take rest. But in some people sleepy does not appear to depend on time. This situation needs more attention if we are driving so that the accident cause of sleepy can be avoided. The Republic of Indonesia Police noted that the traffic accidents increasing continued throughout the year, where almost the majority occurred because of drivers who were in a sleepy condition. From these problems a system is created that can automatically determine whether the driver is in conscious, sleepy or a sleep using the Haar Cascade Classifier method. The process begin with taking pictures using Pi Camera which is connected to raspberry to detect the face area using the Haar Cascade Classifier method then the regression tress algorithm on facial landmarks detection which is used to detect sleepy eyes with the output of an alarm to react so the driver is not sleepy. From the results of the overall trial conducted, the percentage of success was 90% and the error rate was 10% during the day from 20 experiments. While the percentage of testing at night obtained a value of 85% and an error rate of 15% from 20 experiments. With the distance between the camera and the driver between 30-50 cm and the slope of 0 - 45 degrees
The Implementation of Bentengan Games to Improve Agility and Coordination in Primary School Students Sufi, Ali; Dinata, Vega Candra; Maslikah, Siti
SPORT-Mu: Jurnal Pendidikan Olahraga Vol 5, No 2 (2024): SPORT-MU: JURNAL PENDIDIKAN OLAHRAGA
Publisher : Universitas Muhammadiyah Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32528/sport-mu.v5i2.23399

Abstract

This research examines the application of the traditional game "Bentengan" in sports learning to improve the agility and coordination of grade III elementary school students at SDN Petemon Surabaya. The method used was Classroom Action Research (PTK) with 30 students as subjects. Pre-cycle results show that only 20% of students reached the Minimum Completion Criteria (KKM). However, after implementing the game in cycle I, there was a significant increase, with 50% of students reaching the KKM, and in cycle II, this figure increased to 93.4%. This research not only shows progress in students' physical skills, but also an increase in their enthusiasm and engagement. These findings emphasize the importance of integrating traditional games into the physical education curriculum to create a positive and effective learning atmosphere, and provide recommendations for educators to apply this method more widely in sports learning in elementary schools.Keywords : fortification, agility, coordination
Meningkatkan Motivasi Belajar Siswa dengan Olahraga Tradisional Permainan Dagongan Efendi, Candra Kurnia; Dinata, Vega Candra; Maslikah, Siti
Jurnal Ilmiah Dan Karya Mahasiswa Vol. 2 No. 5 (2024): Oktober : JURNAL ILMIAH DAN KARYA MAHASISWA (JIKMA)
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jikma.v2i5.2469

Abstract

Penelitian tindakan kelas ini bertujuan untuk meningkatkan motivasi belajar siswa kelas 5 SD melalui penerapan olahraga tradisional permainan dagongan. Studi ini dilakukan di SDN Petemon Surabaya dengan total 30 siswa, terdiri dari 12 laki-laki dan 18 perempuan. Penelitian ini menggunakan metode penelitian tindakan kelas dengan dua siklus, masing-masing terdiri dari perencanaan, pelaksanaan, observasi, dan refleksi. Data dikumpulkan melalui observasi, wawancara, dan kuesioner motivasi belajar. Hasil penelitian menunjukkan peningkatan signifikan dalam motivasi belajar siswa setelah penerapan permainan dagongan, dengan peningkatan rata-rata skor motivasi sebesar 25% pada akhir siklus kedua. Penelitian ini menyimpulkan bahwa integrasi olahraga tradisional dalam pembelajaran dapat menjadi strategi efektif untuk meningkatkan motivasi belajar siswa sekolah dasar.