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Penggunaan Media Pembelajaran Berbasis Web D’volleyball Learning Application Pada Guru PJOK Destriani; Herri Yusfi; Wahyu Indra; Meirizal Usra; Syafaruddin; Fitri Agung Nanda; Destriana; Silvi Aryanti; Reza Alfarandi; Bagus Prasetyo
Jurnal Dharma Pendidikan dan Keolahragaan Vol. 3 No. 2 (2023)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/dharmapendidikan.v3i2.30481

Abstract

Media pembelajaran merupakan peralatan yang membawa pesan-pesan untuk mencapai tujuan pembelajaran. Media pembelajaran sangat beragam jenisnya dan serta mempunyai kelebihan dan kelemahan masing-masing. Tujuan dilaksanakan pengabdian ini adalah untuk melakukan pendampingan dan bimbingan teknis media pembelajaran berbasis web D’Volleyball Learning Application bagi guru Pendidikan Jasmani Olahraga dan Kesehatan (PJOK) di Kabupaten Lahat. Mitra pengabdian pada masyarakat yaitu Dinas Pendidikan Kabupaten Lahat dan Guru PJOK yang tergabung dalam MGMP kabupaten Lahat. Metode Yang digunakan yaitu dengan pendampingan, ceramah, tanya jawab, dan demonstrasi. Teknik pengumpulan data menggunakan angket yang disebar melalui google form pada whatsapp grup. Kegiatan pengabdian ini memberikan pemahaman yang mendalam pada guru PJOK dalam menggunakan media pembelajaran berbasis web. Pemahaman tersebut sehingga dapat diterapkan guru PJOK pada sekolahnya masing-masing.
Efektivitas Penggunaan D'Volleyball Metrics Dalam Pembelajaran PJOK Di SMP Ade Surya Kencana BR; Destriani; Ahmad Richard Victorian
SPORT GYMNASTICS : Jurnal Ilmiah Pendidikan Jasmani Vol. 6 No. 2 (2025): Oktober
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/gymnastics.v6i2.41705

Abstract

Penelitian ini bertujuan menganalisis efektivitas penggunaan aplikasi D’Volleyball Metrics dalam pembelajaran bola voli di SMP Negeri 1 Indralaya. Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK) melalui dua siklus tindakan dengan instrumen berupa tes kognitif dan observasi keaktifan belajar. Subjek penelitian terdiri atas 32 siswa kelas VIII. Hasil menunjukkan peningkatan signifikan pada setiap siklus. Pada pra-siklus, ketuntasan pengetahuan siswa hanya 21,88% dengan rata-rata 52,71, dan keaktifan belajar 47,27%. Siklus I meningkat menjadi 56,25% (pengetahuan) dan 69,73% (keaktifan). Pada siklus II, hasilnya melonjak menjadi 90,63% untuk pengetahuan dan 81,25% untuk keaktifan. Dengan demikian, penerapan aplikasi D’Volleyball Metrics terbukti efektif meningkatkan hasil belajar dan keaktifan siswa dalam pembelajaran bola voli. Disarankan pengembangan fitur audio-visual offline agar tetap optimal meski tanpa koneksi internet Abstract This study aims to analyze the effectiveness of using the D'Volleyball Metrics application in volleyball learning at SMP Negeri 1 Indralaya. The method used is Classroom Action Research (CAR) through two action cycles with instruments in the form of cognitive tests and observations of learning activity. The research subjects consisted of 32 eighth-grade students. The results showed a significant increase in each cycle. In the pre-cycle, student knowledge mastery was only 21.88% with an average of 52.71, and learning activity was 47.27%. Cycle I increased to 56.25% (knowledge) and 69.73% (activity). In cycle II, the results jumped to 90.63% for knowledge and 81.25% for activity. Thus, the application of D'Volleyball Metrics proved to be effective in improving student learning outcomes and activity in volleyball learning. It is recommended that offline audio-visual features be developed to remain optimal even without an internet connection.  Translated with DeepL.com (free version).
Digital Module-Based Hybrid Collaborative Learning in Tennis Learning within the MBKM Framework Septian Raibowo; Eko Risdianto; Oddie Barnanda Rizky; Hendra Jondri Hiskya; Destriani; Muhammad Soleh Fudin
Jurnal Penelitian Pendidikan IPA Vol 12 No 3 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i3.13592

Abstract

This study aims to develop and evaluate a digital module for hybrid collaborative learning in a Lawn Tennis course within the Merdeka Belajar Kampus Merdeka (MBKM) framework. The study employed a Research and Development (R&D) design using the ADDIE model, involving 64 students from two universities selected through purposive sampling. Data were collected using expert validation sheets, observation checklists, student response questionnaires, and learning outcome tests. Data analysis combined descriptive statistics and normalized gain (N-gain) analysis, supported by comparative analysis of pre-test and post-test results to measure learning improvement. The validation results indicated that the module achieved feasibility scores above 85% across all aspects, categorized as highly feasible.The implementation showed high engagement (85–95%). The N-gain score of 0.56 (moderate category) indicates a meaningful improvement in cognitive learning outcomes, with an average score of 78 and 75% mastery. Technical performance also improved, with an average score of 80%. These findings highlight that the module effectively improves both theoretical understanding and technical skills while supporting collaborative learning within the MBKM framework.
Pendampingan Penerapan Media Berbasis Animaker guna Meningkatkan Kualitas Guru PJOK Silvi Aryanti; Iyakrus; Destriana; Destriani; Samsul Azhar; Karina Alisya Putri; Naila Zafhira Yunizar
KOMUNITA: Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 5 No 1 (2026): Februari
Publisher : PELITA NUSA TENGGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60004/komunita.v5i1.399

Abstract

Teachers' pedagogical competence in organizing educational learning is through the use of learning media according to the characteristics of students. The problem found by junior high school physical education teachers in Ogan Ilir Regency is the lack of knowledge and utilization of science and technology in the form of animaker-based learning media, not yet understanding how to utilize Animaker optimally. The purpose of this community service activity is to provide training and mentoring on the application of animaker-based learning media to improve teacher skills. The methods used are lecture, question and answer and simulation methods. The results of community service activities, namely the pre-test results, can be seen that the interest of participants in participating in the service activities was 93.8%, experiencing an increase in the post-test of 6.2%. According to participants, 100% considered the importance of learning innovation in the digital era. The pre-test results regarding knowledge of animaker learning media were 44,8%, increasing after being given training materials and animaker mentoring by 55.2% during the post-test to 100%. Participants, 35.5%, knew how to operate animaker-based learning media according to the pre-test results, experiencing an increase of 64.5% during the post-test to 100%. The implication is that Animaker-based learning media can be applied as a reference for teaching materials for teachers. The conclusion is that training and mentoring activities using Animaker-based media for teachers have a positive impact, namely improving the quality of physical education teachers.