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Pengaruh Pendekatan Problem Based Learning Berbasis Sirkuit Training terhadap Motivasi Belajar Dribbling Permainan Sepak Bola Febrianto, Andi; Nurhayati, Faridha
Jurnal Pendidikan Tambusai Vol. 9 No. 3 (2025): Desember
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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Abstract

Pendidikan Jasmani Olahraga dan Kesehatan di sekolah dasar masih menghadapi kendala, terutama pada keterampilan dribbling dalam permainan sepak bola serta rendahnya motivasi belajar siswa. Motivasi belajar menjadi faktor penentu keberhasilan proses pembelajaran. Penelitian ini bertujuan untuk mengetahui pengaruh pendekatan Problem Based Learning berbasis sirkuit training terhadap motivasi belajar dribbling permainan sepak bola. Desain kuasi-eksperimental menggunakan metodologi Satu Kelompok Pretest-Posttest adalah metodologi studi yang diterapkan. 29 siswa dari kelas 5A Sekolah Dasar Khadijah Wonorejo menjadi sampel penelitian; mereka dipilih melalui teknik pengambilan sampel total. Kuesioner tentang motivasi belajar berfungsi sebagai alat penelitian. Uji Wilcoxon digunakan untuk menganalisis data. Temuan menunjukkan perubahan yang signifikan dalam motivasi belajar sebelum dan setelah perlakuan, dengan nilai signifikansi 0,000 < 0,05. Peningkatan motivasi belajar sebesar 11,25% termasuk kategori sedang. Dengan demikian, pendekatan Problem Based Learning berbasis sirkuit training efektif dalam meningkatkan motivasi belajar dribbling pada siswa sekolah dasar.
ANALISIS SENTIMEN KOMENTAR PENGGUNA TERHADAP GAME MOBA LOKAPALA DI GOOGLE PLAY STORE MENGGUNAKAN ALGORITMA SUPPORT VECTOR MACHINE Muiz, Rafiul; Ishar, Rahmat Fajri; Febrianto, Andi; Akbar, Muhammad Nur
AGENTS: Journal of Artificial Intelligence and Data Science Vol 4 No 2 (2024): March - August
Publisher : Prodi Teknik Informatika Universitas Islam Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/jagti.v4i2.79

Abstract

In this modern era, games are heavily influenced by technological advancements. The development of increasingly complex and captivating games can be played online by millions of players worldwide. The gaming industry in Indonesia has shown significant progress with the emergence of various games from local developers, one of which is Lokapala, a Multiplayer Online Battle Arena (MOBA) game that highlights the uniqueness of Indonesian culture. However, this game has received various responses from users on Google Play Store. This study aims to analyze user sentiment towards the Lokapala game on Google Play Store using the Support Vector Machine (SVM) algorithm. User review data were collected and pre-processed through stages such as data cleaning, tokenization, stopwords removal, and stemming. Subsequently, features were extracted using the TF-IDF method. The analysis results show that SVM with Radial Basis Function (RBF) kernel successfully classified user sentiment with an accuracy of 90% from a total of 300 reviews analyzed. This process not only helps in understanding overall user perceptions but also identifies specific aspects of the game that receive appreciation or criticism. Thus, game developers can use the results of this analysis to improve quality and user satisfaction, and strengthen the game's competitiveness in markets.