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The Effect of Tourist Objective Photos of Tourist Festival on Sport Tourism (Asian Games) In Palembang, Indonesia 印尼巴邻港旅游节旅游目的照片对体育旅游(亚运)的影响
Pub Date : 2021-07-16 DOI: 10.31851/HON.V4I2.5644
Muhammad Juliansyah Putra, B. Hermanto, I. Sukoco, S. Suryanto, Bukman Lian, Zulkifli Harahap
Arus globalisasi serta pertumbuhan teknologi dan informasi saat ini berpengaruh signifikan terhadap perkembangan pariwisata. Transportasi juga sangat berpengaruh dalam pertumbuhan pariwisata Indonesia yang berdampak pada kemudahan dimana calon wisatawan dapat mencari informasi seluas-luasnya tentang lokasi, destinasi wisata, objek wisata yang akan dikunjungi dengan menggunakan moda transportasi apapun yang tersedia. Kota Palembang adalah ibu kota provinsi Sumatera Selatan dan kota terbesar kedua di Sumatera setelah Medan. Kota Palembang juga dikenal sebagai Venice of the East di dunia Barat. Kota Palembang juga dikenal sebagai “Venesia dari Timur” di dunia Barat. Kota Palembang umumnya kadang disebut sebagai kota Pempek, tetapi ada beberapa lokasi yang dapat dikunjungi serta artefak wisata di kota tersebut. Kota Palembang juga dikenal sebagai Venesia dari Timur di dunia Barat ("Venesia dari Timur"). Kota Palembang umumnya kadang disebut sebagai kota Pempek, tetapi ada beberapa lokasi yang dapat dikunjungi serta artefak wisata di kota tersebut. Kota Palembang sendiri merupakan kota tertua di Indonesia berdasarkan Prasasti Kedukan Bukit, peninggalan kerajaan Sriwijaya, dengan usia 1382 jika dilihat. Kota Palembang saat ini merupakan pusat pemerintahan Kerajaan Sriwijaya. Penelitian ini menggunakan Sejarah Palembang yang saat itu merupakan ibu kota kerajaan Buddha maritim terbesar di Asia Tenggara, Kerajaan Sriwijaya yang pada abad ke-9 menguasai Nusantara dan Semenanjung Malaya, juga membuat kota ini dikenal dengan sebutan Bumi Sriwijaya. Kota Palembang umumnya kadang disebut sebagai kota Pempek, tetapi ada beberapa lokasi yang dapat dikunjungi serta artefak wisata di kota tersebut. Kota Palembang sendiri merupakan kota tertua di Indonesia berdasarkan Prasasti Kedukan Bukit, peninggalan kerajaan Sriwijaya, dengan usia 1382 jika dilihat. Kota Palembang saat ini merupakan pusat pemerintahan Kerajaan Sriwijaya. Kota Palembang memiliki banyak nilai jual dalam dunia pariwisata, menurut Ismail (2012). Banyaknya destinasi wisata yang ditawarkan sangat mengakar dalam sejarah, mulai dari warisan seni, musik, lokasi bersejarah, hingga wisata kuliner yang sangat digemari oleh masyarakat Indonesia maupun mancanegara. Akhirnya penelitian ini menggali dan menganalisis pengaruhnya terhadap gambaran Tujuan Pariwisata Kota Palembang dari Tourism Sports Festival dilihat dari Evaluation Map dan SWOT review of the 18th ASEAN Sports Festival 2018 di Kota Palembang, Indonesia dan dapat menjadi
全球化的潮流以及技术和信息的增长对旅游业的发展产生了重大影响。交通也对印尼旅游业的发展产生了深远的影响,这影响了潜在游客可以利用任何可用的交通方式,尽可能多地了解旅游地点、旅游目的地和旅游景点。帕伦邦是南苏门答腊省的首府,也是继棉兰之后的第二大城市。帕伦邦市也被称为西方世界的东方威尼斯。帕伦邦也被称为西方世界的“东方威尼斯”。帕伦邦通常被称为潘佩克,但有几个景点和旅游工艺品可以参观。帕伦邦也被称为西方东方的威尼斯(“东方的威尼斯”)。帕伦邦通常被称为潘佩克,但有几个景点和旅游工艺品可以参观。根据斯里维贾雅王国的遗迹,帕伦邦市本身是印尼最古老的城市,可以追溯到1382年。Sriwijaya王国目前是Sriwijaya政府的所在地。这项研究利用了帕伦邦的历史,当时是东南亚最大的海上佛教帝国的首都,公元9世纪统治努桑塔拉和马来亚半岛的斯里维贾雅王国,也使它被称为地球Sriwijaya。帕伦邦通常被称为潘佩克,但有几个景点和旅游工艺品可以参观。根据斯里维贾雅王国的遗迹,帕伦邦市本身是印尼最古老的城市,可以追溯到1382年。Sriwijaya王国目前是Sriwijaya政府的所在地。根据伊斯梅尔(2012),帕伦邦在旅游业中拥有巨大的贸易价值。所提供的许多旅游景点在历史上根深蒂固,从艺术遗产、音乐、历史地标到印尼和外国都非常受欢迎的美食之旅。最后,这项研究深入探讨并分析了巴勒邦旅游嘉年华(Tourism Sports)对旅游景点帕伦邦(Palembang)旅游目的地概述的影响。这是根据对2018年在印度尼西亚帕伦邦市(Palembang)举办的第18届东定体育赛事的评估和SWOT综述
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引用次数: 2
The Development Of Strength Ecercise Method For Children Age 9-14 Years In Volleyball 9-14岁儿童排球力量训练方法的发展
Pub Date : 2021-07-10 DOI: 10.31851/HON.V4I2.5588
Eka Supriatna, Rahmat Putra Perdana
Based on observations made in volleyball clubs throughout Pontianak, there is no Instructional VCD that broadcast strength training For children 10 to 14 years of age, it is necessary to develop a VCD strength training instructional method. The aim of this study was to develop instructional VCD volleyball strength training methods for children aged 10 to 14 years. This development uses an R&B development model with the ADDIE development model. Meanwhile, the data analysis technique, namely the percentage, was adopted from Sudjana (2016). The results of the development of the VCD instructional strength training method met the criteria valid enough for media experts to obtain 90.97% of the Very Eligible category, the material experts obtained 85% of the Very Eligible criteria, for the volleyball coach's assessment obtained 90% of the Very Eligible category, and the assessment for the trial group stage II obtained 87.77%. The conclusion of this study is that the development of instructional video-based strength training methods is very suitable as a medium for strength training in children aged 10 to 14 years.
根据Pontianak各地排球俱乐部的观察,没有播放力量训练的教学VCD。对于10至14岁的儿童,有必要制定VCD力量训练教学方法。本研究的目的是为10至14岁的儿童开发教学VCD排球力量训练方法。该开发使用了R&B开发模型和ADDIE开发模型。同时,采用了Sudjana(2016)的数据分析技术,即百分比。VCD教学力量训练方法的开发结果符合有效标准,媒体专家获得了90.97%的“非常合格”类别,材料专家获得了85%的“非常符合”标准,排球教练的评估获得了90%的“非常适合”类别,试验组II期的评估获得87.77%。本研究的结论是,开发基于视频的力量训练方法非常适合作为10至14岁儿童力量训练的媒介。
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引用次数: 0
Learning Forehand Service Badminton Using Teaching Games For Understanding (TGFU) Students 利用理解型教学游戏(TGFU)学生学习发球羽毛球
Pub Date : 2021-07-09 DOI: 10.31851/HON.V4I2.5675
S. Aryanti, S. Solahuddin, Samsul Azhar
Tujuan penelitian ini adalah untuk meningkatkan pembelajaran servis bulu tangkis melalui teaching games for understanding (TGFU) pada siswa kelas IX.1 SMAN 19 Palembang. Penelitian ini merupakan Penelitian Tindakan Kelas. Subyek penelitian tindakan kelas adalah 32 siswa kelas IX.1 yang berjumlah 32 orang. Hasil penelitian pretest (data pendahuluan) diperoleh aspek afektif secara klasikal dikatakan tuntas, karena sebanyak 23 siswa (71,87%) telah memenuhi KKM, dari ranah kognitif sebanyak 29 siswa (90,63) sangat baik, dan nilai rata-ratanya Rata-rata kelas untuk ranah psikomotorik tidak tuntas sebanyak 19 siswa dengan presentasi 59,38 (kurang). Oleh karena itu, dilakukan siklus I untuk meningkatkan nilai rata-rata domain psikomotorik, hasil yang diperoleh persentasenya sebesar 84,38 (kategori baik), sehingga secara klasikal siswa sudah tuntas pada ranah psikomotorik. Hal ini menunjukkan bahwa hasil pada aspek psikomotorik mengalami peningkatan. Implikasi dari penelitian ini adalah pembelajaran servis bulutangkis dapat ditingkatkan melalui model pembelajaran TGFU.
本研究的目的是改进IX.1班SMAN19例坦克毛服务生理解游戏(TGFU)的教学训练。这项研究是集体诉讼研究。集体行动研究的对象是32名IX.1学生和32人。预测试研究的结果(初步数据)是从经典的情感方面获得的,因为23名学生(71.87%)见过KKM,从认知的角度来看,29名学生(90.63)非常好,并且该班在心理运动领域的平均值不是19名学生,表现为59.38(更少)。因此,进行循环I以增加平均心理运动领域值,结果为84.38的百分比(良好类别),因此学生在经典方面优于心理运动领域。这表明心理运动的结果正在增加。本研究的意义在于,可以通过TGFU学习模型来增强批量服务的学习。
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引用次数: 4
The Impact Of Online Learning During The Covid-19 Pandemic on Physical Education Teachers 新冠肺炎疫情期间在线学习对体育教师的影响
Pub Date : 2021-07-08 DOI: 10.31851/HON.V4I2.5638
Taufik Rahman, Dyas Andry Prasetyo, Hendra Mashuri
Pendidikan jasmani merupakan bagian integral dari proses pendidikan yang menuntut untuk belajar melalui aktivitas jasmani. T ia proses belajar melalui aktivitas fisik memerlukan pengawasan yang ketat dari guru pendidikan jasmani. Namun, pandemi Covid-19 memaksa pembelajaran pendidikan jasmani dilakukan dari rumah masing-masing siswa, akibatnya tidak ada pengawasan yang ketat dari guru pendidikan jasmani. Penelitian ini untuk mengetahui dampak pembelajaran penjasorkes pada masa pandemi covid-19 terhadap guru penjas di Kabupaten Sumenep. Jenis penelitiannya adalah survei. Instrumen yang digunakan adalah angket proses pembelajaran online. Objek penelitian ini adalah guru PE di SD dan SMA di Kabupaten Sumenep. Analisis data menggunakan analisis deskriptif kualitatif. Hasil penelitian ini dapat disimpulkan bahwa dampak pembelajaran pada masa pandemi covid-19 adalah guru PE wajib meningkatkan literasi digital karena penyampaian informasi berupa materi pembelajaran disampaikan secara online. Guru PE harus memiliki strategi dan inovasi untuk mengatasi kendala yang dihadapi selama pelaksanaan pembelajaran online. Guru PE harus memilih media yang tepat untuk membuat pembelajaran lebih menarik. Di masa pandemi covid-19, guru PA dituntut untuk lebih terbuka terhadap literasi digital dan lebih kreatif dalam belajar serta memiliki kemampuan inovatif yang tinggi. Besar harapan untuk dapat menemukan solusi sosial, ekonomi, dan teknis pengajaran pendidikan jasmani agar proses pembelajaran dapat terlaksana sesuai dengan tujuan pendidikan pendidikan nasional.
体育教育是通过体育活动学习的必要教育过程的一个组成部分。体育锻炼学习的过程不需要对体育老师给予严格的监督。然而,Covid-19大流行迫使每个学生在家里进行体育教育,因此没有对体育教师的严格监督。本研究是为了了解covid-19大流行期间与Sumenep区pads教师的保护学习的影响。这是一种调查。使用的工具是在线学习过程的资金。本研究对象是Sumenep区的小学和高中体育教师。数据分析使用描述性定性分析。本研究的结果可以得出结论,学习对covid-19大流行的影响是有义务提高数字识字能力的教师,因为在网上传播学习材料的信息。体育教师必须有策略和创新来克服在网上学习过程中面临的障碍。体育老师必须选择合适的媒介,使学习更有趣。在covid-19大流行期间,巴勒斯坦权力机构教师被要求对数字识字更开放,在学习和学习方面更有创造力。人们希望找到社会、经济和技术上的解决方案,使学习过程符合国家教育的目标。
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引用次数: 5
The Effect Of Physical Fitness Gymnastics Training 2012 On Increasing Of Physical Fitness 2012年体操训练对提高体质的影响
Pub Date : 2021-07-08 DOI: 10.31851/hon.v4i2.5509
Hasanuddin Jumareng, Asmuddin Asmuddin, Aliasis Maruka, A. Saman, Badaruddin Badaruddin, Edi Setiawan, Abdurrohman Muzakki
Penelitian ini dilatarbelakangi oleh menurunnya tingkat kesegaran jasmani yang dimiliki siswa di SMA Negeri 8 Kendari. Penelitian ini bertujuan untuk mengetahui pengaruh latihan kebugaran jasmani 2012 terhadap peningkatan kebugaran jasmani siswa. Dalam penelitian ini menggunakan metode eksperimen. Penelitian eksperimen adalah penelitian yang bertujuan untuk mengetahui sebab dan akibat yang terjadi pada subjek penelitian setelah diberikan suatu tindakan atau perlakuan. Dalam penelitian ini menggunakan metode eksperimen semu, desain penelitian ini adalah One Group Pretest-Posttest Design . Penelitian ini dilakukan selama 9 minggu dengan frekuensi latihan 3 kali seminggu yaitu pada hari Kamis, Jumat dan Sabtu. Populasi dalam penelitian ini adalah seluruh siswa kelas VII SMA Negeri 8 Kendari yang berjumlah 98 siswa dan sampel sebanyak 10 siswa yang diambil dengan teknik random sampling yaitu teknik pengambilan sampel yang memberikan kesempatan yang sama kepada siswa untuk menjadi sampel dalam penelitian ini. Analisis statistik menggunakan IBM SPSS versi 25 untuk mencari data deskriptif (mean, standar deviasi), uji normalitas (shapiro-wilk) dan homogenitas (uji levene) dan dalam penelitian ini menggunakan uji-t dan uji-t sampel berpasangan untuk pengujian hipotesis di penelitian dan untuk tingkat signifikansi menggunakan 0,05. Temuan penelitian ini menunjukkan bahwa nilai post-test dengan hitung t-hitung = 6,474 > t-tabel = 1,833 dan 0,006 < 0,05. Artinya ada pengaruh akibat latihan kebugaran jasmani 2012 terhadap peningkatan kebugaran jasmani siswa. Jadi, dalam penelitian ini dipastikan bahwa latihan kebugaran jasmani tahun 2012 terbukti positif dapat meningkatkan kebugaran jasmani siswa dari rendah ke tinggi. Penelitian ini berimplikasi untuk memberikan informasi bagi dosen, guru atau instruktur mengenai pentingnya penggunaan latihan kebugaran jasmani 2012 bagi mahasiswa yang memiliki tingkat kebugaran jasmani relatif rendah. .
这项研究的背景是,8个肯尼亚国家高中学生身体上的新鲜感有所下降。本研究旨在探讨2012年体能训练对学生体能提高的影响。在这项研究中使用实验方法。实验研究是一种旨在在实验对象采取行动或治疗后确定其因果关系的研究对象。在采用伪实验方法的研究中,该研究是一组预试验设计。这项研究为期9周,每周练习3次,包括周四、周五和周六。本研究的学生包括SMA Negeri 8的98名高中生的七年级学生和10名学生的样本。统计分析使用IBM SPSS 25版本搜索描述性数据(均值、标准差)、规范测试(shapirowilk)和同质性测试(levene),在本研究中使用uj -t和uj -t样本对研究中的假设进行测试,并使用0.05来达到显著水平。研究发现,通过t计算计算= 6,474 > t表= 1,833和0.006 < 0.05。这意味着2012年的身体健康锻炼对学生的身体健康的提高有影响。因此,在这项研究中,2012年的身体健康锻炼被证明是积极的,可以提高学生的身体素质。该研究旨在为教师、教师或教师提供有关2012年身体健康水平相对较低的学生使用体育锻炼的重要性的资料。
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引用次数: 2
Implementation Of Modification Game Methods To Improve Breaststroke Swimming Skills 运用改良游戏方法提高蛙泳技术
Pub Date : 2021-07-01 DOI: 10.31851/hon.v4i2.5404
R. A. Gani, Hasanuddin Jumareng, Kuswahyudi Kuswahyudi, Oman Unju Subandi, Edi Setiawan
The breaststroke is a swimming style that is loved by everyone because it is so easy to do . The purpose of this study was to improve breaststroke swimming skills in the 2018/2019 physical education s tudy p rogram students through the application of the modified game method . The method used in this research is a classroom action research methodology research design by Kemmis and Mc.Taggart . he subjects in this study were 31 students of the PJKR study program who took the aquatic learning course II, the results of this study were from the initial test data that 8 students were in the complete category or about 26%, there was an increase in the first cycle, 20 students were included in the category. complete or about 65%, and in cycle II, there was a very large increase with 29 students in the complete category or around 94%, this research was in accordance with the set target, namely 90%. he conclusion of this study is that the application of the modified game method is effective in improving breaststroke swimming skills in physical education study program students class of 2018/2019
蛙泳是一种深受大家喜爱的游泳方式,因为它很容易做到。本研究的目的是通过应用改进的游戏方法来提高2018/2019年体育研究项目学生的蛙泳技能。本研究中使用的方法是Kemmis和Mc.Taggart设计的课堂行动研究方法论研究。本研究的受试者是PJKR学习项目的31名学生,他们参加了水上学习课程II,本研究的结果从最初的测试数据来看,8名学生属于完整类别,约占26%,在第一个周期中有所增加,20名学生被列入该类别。完成或约65%,在第二周期,完成类别的学生有29人,增幅很大,约94%,这项研究符合既定目标,即90%。本研究的结论是,在2018/2019年体育学习项目学生班中,应用改进的游戏法对提高蛙泳技能是有效的
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引用次数: 3
Anxiety and Concentration of Tennis Chair Umpire 网球裁判的焦虑与专注
Pub Date : 2021-07-01 DOI: 10.31851/HON.V4I2.5640
Septian Raibowo, Rices Jatra, Andika Prabowo, Y. Nopiyanto, Bogy Restu Ilahi
Penelitian ini bertujuan untuk mengetahui hubungan kecemasan dengan konsentrasi wasit kursi tenis. Subjek penelitian ini adalah wasit kursi tenis Asian School Games 2019 sebanyak 30 orang. Pengukuran variabel kecemasan skala kecemasan olahraga dan variabel konsentrasi menggunakan grid exercise konsentrasi. Analisis data yang digunakan adalah korelasi product moment. Analisis data yang digunakan adalah korelasi product moment. Analisis data menunjukkan koefisien korelasi sebesar 0,782 dan termasuk dalam kategori kuat serta memberikan kontribusi korelasi antar variabel sebesar 0,612 atau 61,2%. Dari nilai koefisien korelasi tersebut berada pada kategori kuat. Artinya, jika tingkat kecemasan tinggi maka semakin rendah tingkat konsentrasi wasit dan sebaliknya, peningkatan konsentrasi akan diikuti dengan penurunan kecemasan.
这项研究旨在找出与私刑队员网球座椅集中度的紧急联系。这项研究有30个亚洲学校运动会2019网球席位参加。变量大小的应急规模体育应急和集中变量使用网格运动集中度。所使用的数据分析是乘积矩相关性。所使用的数据分析是乘积矩相关性。数据分析显示,相关系数为0.782,属于强类别,变量之间的相关性贡献为0.612或61.2%。从相关系数值来看属于强范畴。这意味着,如果紧急情况水平高,意识水平就越低,反之亦然,注意力增加后紧急情况就会减少。
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引用次数: 3
The Effectiveness of Implementing Teaching Materials Through E-Learning Media and Youtube to Improve the Learning of Physical Education Sport and Health 利用电子学习媒体和Youtube实施教材对体育、运动与健康学习的效果
Pub Date : 2021-06-27 DOI: 10.31851/hon.v4i2.5551
Isatul Hasanah, Adi Wijayanto
The development of science and technology in this globalization era has had a big impact on whole fields, especially in education. The study aims to learn the effectiveness of teaching materials through e-learning media and youtube to improve the results of study sports and health. This research is a quantitative. The sample was 65 students of elementary students. The data analysis used by researchers is the percentage statistical  formula. The finding of this research is that the use of e-learning media with web form is more interest to the students than youtube as a medium for learning sports and health. The Percentages are obtained 77% for use e-learning media and 22% for youtube. The use of  e-learning media can also minimize the boredom experienced by students during the learning process. It can be proved that 57% of students answering with the affirmative answer category and 40% rate by the affirmative answer category. Students are also have enthusiastic when teachers use e-learning rather than youtube media in the learning process with 66% affirmative answer and 17% agree. When the learning is done at home, the students freely use social media. The use of social media cannot be controlled whether in positive or negative ways. Based on the these data obtained by researchers that students are using a 40% level of social media to engage in entertainment such as gaming and 41% to learn physical education materials related to sports and health. Therefore, the use of e-learning media is effective in improving students' learning.
在这个全球化时代,科学技术的发展对整个领域产生了巨大的影响,尤其是在教育领域。本研究旨在通过电子学习媒体和youtube了解教材的有效性,以提高体育与健康的学习效果。这项研究是定量的。样本为65名小学生。研究人员使用的数据分析是百分比统计公式。本研究发现,与youtube相比,学生更感兴趣的是将网络形式的电子学习媒体用作学习体育和健康的媒体。使用电子学习媒体的百分比为77%,使用youtube的百分比为22%。使用电子学习媒体还可以最大限度地减少学生在学习过程中的无聊感。可以证明,57%的学生回答了肯定答案类别,40%的学生回答肯定答案类别。当老师在学习过程中使用电子学习而不是youtube媒体时,学生们也很热情,66%的人表示肯定,17%的人表示同意。当在家学习时,学生们可以自由使用社交媒体。社交媒体的使用无法控制,无论是积极的还是消极的。根据研究人员获得的这些数据,40%的学生使用社交媒体参与游戏等娱乐活动,41%的学生使用与体育和健康相关的体育材料。因此,电子学习媒体的使用对提高学生的学习是有效的。
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引用次数: 1
ZN Games Model To Enhance Long Jump Skill For Junior High School Students ZN游戏模式提高初中生跳远技能
Pub Date : 2021-06-25 DOI: 10.31851/hon.v4i2.5311
Zihan Novita Sari, Arief Darmawan, Qorry Armen Gemael, Putri Cicilia Kristina
Abstract This study aims to determine the improvement of long jump skills by applying the ZN Games model for junior high school students in Palembang. This research was conducted at a junior high school in the city of Palembang. The experimental method used one group's pre-test-post-test design . The sample of students consisted of 40 junior high school students in Palembang City. The data analysis technique is the paired and unpaired t-test analysis technique at the level of confidence α = 0.05. The results of this study indicate that there is an increase in learning outcomes of long jump skills with the application of the ZN game model. Games,  Where the t value = 13.05> t table2.021 and the significance value 0.00 t table 2.021 and a significance value of 0.00 <0.05 (3). There is a difference between students who are given treatment and groups of students who are not given treatment towards increasing long jump skills. The learning method using the ZN Games game model is more effective for improving long jump skills. Where the value of t count = 33.471 and t table 2.021 and a significance value of 0.00 <0.05. Keywords: ZN Games, Long Jump.
摘要本研究旨在通过应用ZN游戏模型来确定巴邻邦初中生跳远技能的提高。这项研究是在巨港市的一所初中进行的。实验方法采用一组测试前测试后设计。学生样本包括巴望市的40名初中生。数据分析技术是在置信水平α=0.05下的配对和非配对t检验分析技术。本研究的结果表明,随着ZN游戏模型的应用,跳远技能的学习结果有所增加。游戏,其中t值=13.05>t表2.021,显著性值0.00 t表2.021.显著性值0.00<0.05(3)。在提高跳远技能方面,接受治疗的学生和未接受治疗的一群学生之间存在差异。使用ZN游戏游戏模型的学习方法对提高跳远技能更有效。其中t计数的值=33.471,t表2.021,显著性值0.00<0.05。关键词:ZN游戏,跳远。
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引用次数: 0
The Development Of Physical Condition Training To Improve Players Performance In Traditional Sports Galah Hadang At Adolescent Age 青少年传统体育运动中体能训练提高运动员成绩的发展
Pub Date : 2021-05-07 DOI: 10.31851/HON.V4I2.5298
Nevi Hardika, R. Rusdi, M. Sabransyah, Asmutiar Asmutiar, Z. Arifin
This research aims to: 1) Develop a game-based basic motion learning skills model in upper-grade elementary school children. 2) Obtain empirical data about the effectiveness of the results of the development of learning models based on basic motion skills in primary school children. Method: using Research & Development from Borg & Gall with qualitative and quantitative approaches. The subjects of this study were 06 East Pontianak Elementary School and 34 South Pontianak Elementary School with 22 effectiveness test objects. Data collection techniques using descriptive qualitative (Expert Judgment). Analysis techniques data in this study used a qualitative percentage and a different test (t-test) at α = 0.05. From the results of small-scale trial data recapitulation (n = 10) with the mean results obtained of 283 with a percentage of 78% categorized as Good. With the result 2 students are in very good category, 6 students are in good category and 2 students are in enough category. While the results of large-scale trial data recapitulation (n = 20), the mean result obtained is 600 with a percentage of 83% in the Good category. With the results of 12 students in very good category, 8 students in good category. While the effectiveness test (t-test) can be proven by the pretest group and the posttest group showing the value of  t count  (12,122) > t table (2.0797) with a significance of 0.000 > 0.05. Meanwhile, the results of the posttest t-test results with the control group showed that the value of t count (10.350) > t table (2.0797) with a significance of 0.000 > 0.05. This shows that the data from the two groups have a significant variance, namely the value of t count > t table . This shows that there is a significant difference so that it can be generalized and from the results of the difference between the pretest and posttest group means is 9.28 with an increase of 5.17%. Meanwhile, the mean difference between the posttest group and the control group was 5.14 with an increase of 2.80%. Therefore, it can be concluded that the development of a physical condition training model can improve the performance of players in traditional sports galah hadang in adolescence effectively and efficiently so that it can be applied to athletes.
本研究旨在:1)建立基于游戏的小学高年级儿童基本动作学习技能模型。2)获得小学生基于基本动作技能的学习模式开发结果有效性的实证数据。方法:采用Borg & Gall公司的研究与开发,采用定性与定量相结合的方法。本研究以东Pontianak小学06所及南Pontianak小学34所为研究对象,共设22个效度测试对象。数据收集技术采用描述性定性(专家判断)。本研究资料采用定性百分比和不同检验(t检验),α = 0.05。从小规模试验数据的结果重述(n = 10),获得的平均结果为283,其中78%的百分比归类为良好。结果:2名学生为“非常好”,6名学生为“好”,2名学生为“一般”。而大规模试验数据重述的结果(n = 20),获得的平均结果为600,良好类别的百分比为83%。优异组12人,优秀组8人。而有效性检验(t检验)可由前测组和后测组证明,t计数(12122)> t表(2.0797),显著性为0.000 > 0.05。同时,与对照组的后验t检验结果显示,t计数(10.350)>的值与表(2.0797)有显著性0.000 > 0.05。这说明两组数据有显著的方差,即表中t count >的值。这表明存在显著性差异,可以进行推广,从测试前和测试后组均值的差异为9.28,增加了5.17%。同时,后测组与对照组的平均差异为5.14,增加了2.80%。因此,我们可以得出结论,身体状态训练模型的开发可以有效地提高青少年传统体育运动加拉哈当运动员的表现,从而可以应用于运动员。
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