增强现实媒体在克里安高中11班学生短跑运动兴奋程度上的应用

Intan Amelia Putri, None Mochamad Ridwan
{"title":"增强现实媒体在克里安高中11班学生短跑运动兴奋程度上的应用","authors":"Intan Amelia Putri, None Mochamad Ridwan","doi":"10.55081/jpj.v4i1.950","DOIUrl":null,"url":null,"abstract":"Using augmented reality media in the learning process can create excitement. Happiness belongs to positive emotions. Emotions are related to the learning process, the information that enters the students then they remember what the teacher conveys, this is influenced by emotions. In addition, emotions also affect academic achievement. Joy can trigger an overflow of positive emotions that activate the nerves of the brain to record the material being given by the teacher easily because feelings and attitudes will have a very strong influence on the learning process so that a person will have the desire to learn with all his abilities if he likes what is being learned. and he will feel happy to be involved in it. This research method is quantitative with a pre-experimental approach. The research design used the one case study with a purposive sampling technique. the total population is 489 with a sample that will be used as many as 114 students. The results of the study used an excitement questionnaire with 23 questions covering several aspects. Positive aspects of 18.21%, Aspects of full involvement of 18.42%, Aspects of establishing positive relationships with teachers and friends of 24.60%, Aspects of finding meaning in everyday life 12.86%, Achievement aspects of 12, 81%, and external factor aspects of 13.10%. The learning process uses augmented reality media to be used as teaching aids which will be presented in 3D visual form virtually (virtual) which are packaged in the form of modules as learning media or creative and innovative demonstration tools so that they can increase the enthusiasm of students in learning short-distance running material. in PJOK learning.","PeriodicalId":34176,"journal":{"name":"Jurnal Pendidikan Jasmani dan Olahraga","volume":"4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-06-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Application of Augmented Reality Media on Short Distance Running Material on the Level of Excitement of Class XI Students at Al-Islam Krian High School\",\"authors\":\"Intan Amelia Putri, None Mochamad Ridwan\",\"doi\":\"10.55081/jpj.v4i1.950\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Using augmented reality media in the learning process can create excitement. Happiness belongs to positive emotions. Emotions are related to the learning process, the information that enters the students then they remember what the teacher conveys, this is influenced by emotions. In addition, emotions also affect academic achievement. Joy can trigger an overflow of positive emotions that activate the nerves of the brain to record the material being given by the teacher easily because feelings and attitudes will have a very strong influence on the learning process so that a person will have the desire to learn with all his abilities if he likes what is being learned. and he will feel happy to be involved in it. This research method is quantitative with a pre-experimental approach. The research design used the one case study with a purposive sampling technique. the total population is 489 with a sample that will be used as many as 114 students. The results of the study used an excitement questionnaire with 23 questions covering several aspects. Positive aspects of 18.21%, Aspects of full involvement of 18.42%, Aspects of establishing positive relationships with teachers and friends of 24.60%, Aspects of finding meaning in everyday life 12.86%, Achievement aspects of 12, 81%, and external factor aspects of 13.10%. The learning process uses augmented reality media to be used as teaching aids which will be presented in 3D visual form virtually (virtual) which are packaged in the form of modules as learning media or creative and innovative demonstration tools so that they can increase the enthusiasm of students in learning short-distance running material. in PJOK learning.\",\"PeriodicalId\":34176,\"journal\":{\"name\":\"Jurnal Pendidikan Jasmani dan Olahraga\",\"volume\":\"4 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Jurnal Pendidikan Jasmani dan Olahraga\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.55081/jpj.v4i1.950\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Pendidikan Jasmani dan Olahraga","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.55081/jpj.v4i1.950","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

在学习过程中使用增强现实媒体可以产生兴奋感。幸福属于积极的情绪。情绪与学习过程有关,学生接受的信息,然后他们记住老师传达的信息,这是受情绪影响的。此外,情绪也会影响学习成绩。快乐可以引发一种积极的情绪溢出,激活大脑的神经,很容易地记录下老师给的材料,因为感觉和态度对学习过程有很强的影响,所以如果一个人喜欢所学的东西,他就会有全力以赴学习的愿望。他会很高兴参与其中。本研究采用预实验的定量方法。研究设计采用有目的抽样技术的单一案例研究。总人数为489人,样本将使用多达114名学生。研究结果使用了一份包含23个问题的兴奋性问卷,涵盖了几个方面。积极方面占18.21%,充分参与方面占18.42%,与老师和朋友建立积极关系方面占24.60%,在日常生活中找到意义方面占12.86%,成就方面占12.81%,外部因素方面占13.10%。学习过程采用增强现实媒体作为教学辅助工具,以虚拟(virtual)的三维视觉形式呈现,以模块的形式包装为学习媒体或创意、创新的演示工具,提高学生学习短距离跑步材料的积极性。在PJOK学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Application of Augmented Reality Media on Short Distance Running Material on the Level of Excitement of Class XI Students at Al-Islam Krian High School
Using augmented reality media in the learning process can create excitement. Happiness belongs to positive emotions. Emotions are related to the learning process, the information that enters the students then they remember what the teacher conveys, this is influenced by emotions. In addition, emotions also affect academic achievement. Joy can trigger an overflow of positive emotions that activate the nerves of the brain to record the material being given by the teacher easily because feelings and attitudes will have a very strong influence on the learning process so that a person will have the desire to learn with all his abilities if he likes what is being learned. and he will feel happy to be involved in it. This research method is quantitative with a pre-experimental approach. The research design used the one case study with a purposive sampling technique. the total population is 489 with a sample that will be used as many as 114 students. The results of the study used an excitement questionnaire with 23 questions covering several aspects. Positive aspects of 18.21%, Aspects of full involvement of 18.42%, Aspects of establishing positive relationships with teachers and friends of 24.60%, Aspects of finding meaning in everyday life 12.86%, Achievement aspects of 12, 81%, and external factor aspects of 13.10%. The learning process uses augmented reality media to be used as teaching aids which will be presented in 3D visual form virtually (virtual) which are packaged in the form of modules as learning media or creative and innovative demonstration tools so that they can increase the enthusiasm of students in learning short-distance running material. in PJOK learning.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
审稿时长
4 weeks
期刊最新文献
Peningkatan Hasil Latihan Passing dalam Permainan Sepak Bola Menggunakan Metode Drill pada Atlet SSB Perseta Peningkatan Passing Sepakbola Menggunakan Media Dinding pada Siswa Kelas V di MI Darul Ulum Sumberagung The Effect of Weight Training on the Kicking Ability of Female Soccer Players in Jember Survey Kondisi Fisik di SSB (Sekolah Sepak Bola) Cendana Analisis Kondisi Fisik Siswa Ekstrakurikuler Futsal di SMP Muhammadiyah 1 Jember
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1