Mellin Andriana
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IBU SANGGAR MARIA NYAK DESA G1. MATARAM Wawan Syafutra; Mellin Andriana
$$8@@&&$%K Vol 1 No 2 (2021): Jurnal Arena Olahraga Silampari
Publisher : LP4MK STKIP PGRI Lubuklinggau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (324.933 KB) | DOI: 10.31540/jaos.v1i2.2331

Abstract

The purpose of this study was to determine whether there was an effect of reducing fat levels on the women of Maria Nyak Village, G1 Village. Mataram after being given aerobic exercise treatment. This research is an experimental research that uses the One Group Pretest – Posttest Design. The population in this study were all members of the Maria Nyak Studio, G1 Mataram Village. The sample selected using the Random Sampling technique, amounting to 10 people. The data analysis used is the t-test statistic. The instrument used in this study was to use a caliper to measure fat content. The results of the initial test mean 43.7 and the final test with a mean of 33.6. From these results it has a difference of 10.1 with a t count value of 6.899 and a t table value of 1.883 with a significance of 0.00 > 0.05. So it can be concluded that the aerobic exercise method can reduce fat levels.
PENGEMBANGAN MODUL PEMBELAJARAN MODIFIKASI PERMAINAN BERBASIS QR CODE UNTUK KEMAMPUAN MOTORIK SISWA KELAS III SD NEGERI 1 SIDOHARJO Mellin Andriana; Muhammad Supriyadi; Wawan Syafutra
JURNAL ILMIAH PENJAS (Penelitian, Pendidikan dan Pengajaran) Vol. 11 No. 1 (2025): Jurnal Ilmiah Penjas
Publisher : UNIVERSITAS TUNAS PEMBANGUNAN SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36728/jip.v11i1.3890

Abstract

This research aims to produce a development of a QR code-based game modification learning module for students' motor skills. This type of research is Research and Development with the ADDIE development model. The subjects of this research were class III students at SD Negeri 1 Sidoharjo. Data collection techniques use interviews, observation, and questionnaires. Data analysis techniques use validity tests, practicality tests, and effectiveness tests. Based on the media validation results of the QR code-based game modification learning module for motor skills using the ADDIE Development Model, it meets the valid criteria with an average score of 0.84 with the Aiken's V validation interpretation table with high criteria. In the practicality test, teachers and students obtained an average score of 88,22% with very practical criteria. In the effectiveness trial, an average N-Gain score of 0.84 was obtained with high criteria included in the N-Gain category g>0.75. In conclusion, from the results of validation trials, teacher and student practicality test results, and effectiveness tests, the QR code-based game modification learning module for students' motor skills using the ADDIE Development Model is proven to be valid, practical, and effective in the learning process for elementary school students. 1 Sidoharjo.
PENGEMBANGAN MODUL PEMBELAJARAN MODIFIKASI PERMAINAN BERBASIS QR CODE UNTUK KEMAMPUAN MOTORIK SISWA KELAS III SD NEGERI 1 SIDOHARJO Mellin Andriana; Muhammad Supriyadi; Wawan Syafutra
JURNAL ILMIAH PENJAS (Penelitian, Pendidikan dan Pengajaran) Vol. 11 No. 1 (2025): Jurnal Ilmiah Penjas
Publisher : UNIVERSITAS TUNAS PEMBANGUNAN SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36728/jip.v11i1.3890

Abstract

This research aims to produce a development of a QR code-based game modification learning module for students' motor skills. This type of research is Research and Development with the ADDIE development model. The subjects of this research were class III students at SD Negeri 1 Sidoharjo. Data collection techniques use interviews, observation, and questionnaires. Data analysis techniques use validity tests, practicality tests, and effectiveness tests. Based on the media validation results of the QR code-based game modification learning module for motor skills using the ADDIE Development Model, it meets the valid criteria with an average score of 0.84 with the Aiken's V validation interpretation table with high criteria. In the practicality test, teachers and students obtained an average score of 88,22% with very practical criteria. In the effectiveness trial, an average N-Gain score of 0.84 was obtained with high criteria included in the N-Gain category g>0.75. In conclusion, from the results of validation trials, teacher and student practicality test results, and effectiveness tests, the QR code-based game modification learning module for students' motor skills using the ADDIE Development Model is proven to be valid, practical, and effective in the learning process for elementary school students. 1 Sidoharjo.