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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
Optimizing Hand Eye Coordination on Smash Accuracy in Volleyball Extracurricular STKIP PGRI Lubuklinggau Darsi, Helvi; Supriyadi, Muhammad; Salman, Erick
Sinar Sport Journal Vol. 1 No. 2 (2021): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/ssj.v1i2.401

Abstract

The problem in this study is how much influence eye-hand coordination has on the accuracy of the smash of volleyball players at STKIP PGRI Lubuklinggau. Seeing these problems, this study aims to reveal the effect of eye-hand coordination on the smash accuracy of STKIP PGRI Lubuklinggau Volleyball players. This research is an experimental research. The population of this study were students who participated in the volleyball extracurricular of STKIP PGRI Lubuklinggau with 48 members consisting of 25 old players and 23 new players. The sample in this study amounted to 30 male players, which were taken using purposive sampling technique. The research instrumentation used a repeated volleyball test. The data analysis technique used to test the hypothesis in this study is to use the t test formula. The results showed that tcount = 5.017 > ttable 1.699, meaning that hand-eye coordination significantly increased the accuracy of volleyball smashes. Thus, the hypothesis stated earlier can be accepted. Based on the results of the study, it can be concluded that hand-eye coordination has a significant or significant effect on the accuracy of volleyball smash players.
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.
Development of a QR Code-Based Physical Education Module with Basic Techniques Floor Gymnastics at State Senior High School 4 Lebong Darsi, Helvi; Salman, Erick; Zulbahri, Zulbahri; Surahman, Fadli
JETL (Journal of Education, Teaching and Learning) Vol 10 (2025): Special Issue
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jetl.v10i0.7892

Abstract

This research is motivated by the low interest and learning outcomes of students in participating in PJOK learning, especially the material on basic floor gymnastics techniques. The purpose of this research is for students to be happy and excited in participating in the PJOK learning process through the use of QR Code-based floor gymnastics modules to improve the learning outcomes of basic floor gymnastics techniques in students of SMA Negeri 4 Lebong. This research uses the Research and Development (R&D) method with the Dick and Carey model approach. Data collection techniques include interviews, observations, and questionnaires. Data were analyzed based on validation from language, material, and media experts. The results of the study show that: (1) the quality of the module from the validity aspect is classified as valid, with a score from language experts of 0.86; material experts 0.81; and media experts 0.817. (2) From the practicality aspect, the module is classified as very practical, with a teacher response of 4, one to one 3.9, and small group 4.0. The conclusion of this study shows that the QR Code-based PJOK module is suitable for use as a media for learning floor gymnastics. The implication of this research is that the use of QR Code technology can be an innovative alternative in PJOK learning, and is recommended for further development in other materials in the PJOK curriculum.