YULIANA, PENI
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PENGARUH METODE BAGIAN PADA HASIL SHOOTING BOLA BASKET YULIANA, PENI
Jurnal Pendidikan Olahraga dan Kesehatan Vol 8, No 1 (2020)
Publisher : Jurnal Pendidikan Olahraga dan Kesehatan

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Abstract

Abstrak Metode bagian merupakan metode yang digunakan untuk membagi secara bagian perbagian suatu keterampilan dengan tujuan agar siswa dapat lebih memahami suatu keterampilan secara perbagian dan mampu melakukan suatu keterampilan secara keseluruhan dengan baik dan benar. Metode bagian dapat diterapkan pada salah satu teknik dalam bola basket yaitu shooting. Shooting merupakan teknik bola basket yang harus dikuasai oleh seorang pemain dengan cara menembakkan bola ke keranjang untuk mendapatkan nilai sebanyak-banyaknya. Penelitian ini bertujuan untuk mengetahui pengaruh metode bagian pada hasil shooting bola basket. Jenis penelitian yang digunakan adalah eksperimen semu dengan menggunakan one group pretest-posttest design. Penentuan sampel menggunakan purposive sampling, dengan sampel 21 siswa perempuan yang mengikuti ekstrakurikuler bola basket. Berdasarkan uji hipotesis pada hasil shooting bola basket pengaruh metode bagian memiliki nilai sig 0.00 < 0.05, maka dapat dinyatakan bahwa terdapat pengaruh metode bagian pada hasil shooting bola basket. Dari hasil perhitungan peningkatan pengaruh metode bagian pada hasil shooting bola basket memiliki peningkatan sebesar 27% dengan selisih rata-rata 0.9 dari hasil pretest dan posttest. Kata kunci : Metode Bagian, Shooting, Bola Basket Abstract Part method is a learning technique by breaking down the skill into smaller parts with the aim the students can better understand each part of the skill so that they are able to integrate and perform its entirety well. This method can be applied at shooting techniques in basketball. Shooting is technique in basketball that has to mastered by the player by shooting the ball to the basketball ring to get as many scores as possible. This study aimed to find out the effect of part method towards the result of the shooting in basketball. Moreover, in this study, quasi experiment was used with one group pretest-posttest design. The participant of the study 21 female students who were joining basketball extracurricular in which for this study they were selected by using purposive sampling. According to the hypothesis analysis on the result of the basketball shooting by using part method, this study showed that the sig value was 0.00 < 0.05, therefore, it can be stated that there was an effect on its result. Based on the calculation, there was a 27% increase with an average difference of 0.9 from the pretest and posttest?s result. Keywords : Part Method, Shooting, Basketball
PENGEMBANGAN MEDIA PEMBELAJARAN DIGITAL BERBASIS TEKNOLOGI AUGMENTED REALITY PADA PEMBELAJARAN MATEMATIKA MATERI BANGUN RUANG DI KELAS V SEKOLAH DASAR Yuliana, Peni; Ningsih, Yarisda; Zainil, Melva; Nisa, Sahrun
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58823

Abstract

The limited use of interactive digital learning media in Mathematics instruction, particularly on the topic of three-dimensional geometry for fifth-grade elementary school students, has become a significant challenge. Learning activities are still dominated by lecture-based methods and conventional instructional media, making it difficult for students to understand abstract geometric concepts. This study aimed to develop a digital learning media based on Augmented Realitytechnology that is valid, practical, and effective. This research employed the Research and Development(R&D) method using the ADDIE development model, which consists of the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects included a language expert, a material expert, a media expert, a fifth-grade teacher, and fifth-grade elementary school students. Data were collected through observations, interviews, questionnaires, and tests, while the data were analyzed quantitatively using percentage analysis for validity and practicality, as well as the N-Gain test to determine effectiveness. The findings revealed that the developed media achieved an average validity score of 95.7%, categorized as highly valid. The practicality assessment conducted by teachers and students indicated that the media was highly practical, while the effectiveness test demonstrated an improvement in students' learning outcomes based on the pre-test, post-test, and N-Gain analysis results. The Augmented Reality-based digital learning media was able to present three-dimensional geometric objects interactively, enabling students to understand concepts more easily, enhancing their learning motivation, and creating a more engaging and student-centered learning experience. Therefore, the developed media was proven to be valid, practical, and effective, making it suitable as an alternative instructional medium for teaching three-dimensional geometry in fifth-grade elementary school Mathematics.