Salman, Erick
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Pengembangan Modul Pjok Berbasis Qr Code dengan Materi Modifikasi Permainan di SMP IT An'nida Kota Lubuklinggau Darsi, Helvi; Salman, Erick; Malasari, Citra Azhariat; Martiani, Martiani
Gelanggang Olahraga: Jurnal Pendidikan Jasmani dan Olahraga (JPJO) Vol 7 No 2 (2024): Gelanggang Olahraga: Jurnal Pendidikan Jasmani dan Olahraga (JPJO)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/jpjo.v7i2.8320

Abstract

This research aims to determine the development of a QR code-based Corner Module Development with Game Modification Material at SMP IT An'nida, Lubuklinggau City. The method used in this research is the Research and Development method, which uses several instruments that can support research to obtain data or information. The questionnaire was prepared using a Likert scale. The results of this research show that the quality of the module seen from the validity aspect is included in the valid category, the results of the language expert's assessment with a score of 0.861, the results of the material expert's evaluation with a score of 0.8, while the results of the media expert's assessment with a score of 0.807. The quality of the module seen from the practical aspect is categorized as very practical; the results of the teacher response practicality assessment were a score of 4, the results of the one-to-one practicality test were a score of 3.8, while the results of the small group test were with a score of 4.0. From the research we have carried out, we will produce scientific works such as bar-isbn teaching materials and the accredited national journal Sinta 3. In conclusion, the game modification module was developed using the 4-D model, including 4 stages, namely, Defining (planning), DesigningDesign (Design), Developing (development), and Disseminating (deployment). The results of the validity of the modules developed from the results of assessments by experts (linguist experts, material experts, media experts) are categorized as high validity, and the results of the teacher practicality questionnaire can be classified as very practical. Keywords: Development, Game Modification, QR-Code
Pengembangan Pembelajaran Motorik Sd Se-Kecematan Topos Berbasis Permainan Tradisional Rakyat Kabupaten Lebong Provinsi Bengkulu Salman, Erick; Darsi, Helvi
Gelanggang Olahraga: Jurnal Pendidikan Jasmani dan Olahraga (JPJO) Vol 8 No 2 (2025): Gelanggang Olahraga: Jurnal Pendidikan Jasmani dan Olahraga
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/jpjo.v8i2.13284

Abstract

This research aims to understand the development of elementary school motoric learning in the Topos sub-district based on traditional folk games in Lebong district, Bengkulu Province. The method used in this research is the research and development (R&D) method using the Dick and Carey model approach. The data collection techniques used in this research were interviews, observations, and questionnaires and conducting observations and interviews with PJOK teachers and homeroom teachers at SD Negeri 28 Lebong and SD Negeri 39 Lebong regarding PJOK learning related to games. The results of this research show that: the quality of the book seen from the validity aspect is included in the valid category, the results of the language expert's assessment with a score of 0.88, the results of the material expert's assessment with a score of 0.8, while the results of the media expert's assessment with a score of 0.807; The quality of the book seen from the practical aspect is categorized as very practical, the results of the teacher response practicality assessment were with a score of 4, the results of the one to one practicality test were with a score of 3.9, while the results of the small group test were with a score of 4.0. From the research we have conducted, we will produce scientific works such as teaching materials in the form of books and national journals accredited by Sinta 3. The conclusion is that traditional game books were developed using the 4-D model, including 4 stages, namely; Define (planning); Design (design); Develop (development), and Disseminate (deployment). Keywords: Development, Motor, Traditional Games.