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    Pengaruh model pembelajaran PLGI terhadap kompetensi literasi sains ditinjau dari kemampuan akademik

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    Abstrak: Penelitian ini bertujuan untuk mengetahui: 1) pengaruh model pembelajaran Peer Led Guided Inquiry (PLGI) terhadap kompetensi literasi sains siswa, 2) pengaruh kemampuan akademik (tinggi, sedang dan rendah) terhadap kompetensi literasi sains siswa. Penelitian ini merupakan penelitian kuasi eksperimen. Desain penelitian yang digunakan adalah posttest-only group design dengan rancangan faktorial 2 x 3. Populasi dalam penelitian ini adalah seluruh siswa kelas XI MIPA SMA N 2 Sukoharjo tahun pelajaran 2018/2019. Sampel dalam penelitian ini adalah kelas XI MIPA 3 sebagai kelas eksperimen dan kelas XI MIPA 4 sebagai kelas kontrol. Teknik pengambilan sampel yang digunakan adalah cluster random sampling. Teknik pengumpulan data menggunakan tes uraian tertulis, lembar observasi dan dokumen. Uji hipotesis menggunakan Analisi Variansi Dua Jalan sedangkan uji lanjut menggunakan Uji Scheffe. Hasil penelitian dapat disimpulkan bahwa: 1) model pembelajaran Peer Led Guided Inquiry (PLGI) berpengaruh nyata terhadap kompetensi literasi sains, 2) kemampuan akademik tidak berpengaruh terhadap kompetensi literasi sains. The influence of peer-led guided inquiry toward competency of scientific literacy viewed from academic ability Abstract: The purposes of this research are to ascertain: 1) the influence of Peer Led Guided Inquiry model towards competency of scientific literacy, 2) the influence of academic ability toward competency of scientific literacy. The research was quasi experiment research. The research was designed using posttest-only group design with factorial design 2 x 3. The population of this research were all of 11th degree student at SMA N 2 Sukoharjo in academic year 2018/2019. The sample of this research were student of XI MIPA 3 as experiment group and XI MIPA 4 as control group. The sample of this research was established by cluster random sampling. The data was collected essay test, observation form, and document. The hypotheses analyzed by Anova Two Ways. The research concluded that 1) Peer Led Guided Inquiry (PLGI) model had significant effect toward competency of scientific literacy, 2) the academic ability didn\u27t has significant effect toward competency of scientific literacy

    Pengembangan mobile game untuk pembelajaran pada materi larutan penyangga

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    Abstrak: Penelitian ini bertujuan menghasilkan produk mobile game untuk pembelajaran pada materi larutan penyangga yang valid, praktis dan efektif terhadap hasil belajar dan motivasi peserta didik di SMA Bina Mandiri Banyuasin. Penelitian ini menggunakan model pengembangan Alessi & Trollip yang terdiri dari beberapa tahap yaitu perencanaan, desain dan pengembangan. Mobile game untuk pembelajaran dinyatakan valid setelah melalui proses uji alpha kepada ahli dan diperbaiki sesuai dengan saran ahli. Mobile game untuk pembelajaran dinyatakan praktis setelah melalui tahap uji beta yang dilakukan oleh tiga orang peserta didik yang berkemampuan tinggi, sedang, dan rendah. Mobile game untuk pembelajaran memberikan efek potensial terhadap hasil belajar peserta didik yang dapat diketahui dari rerata n-gain yaitu 0,614 dengan kriteria sedang. Penggunaan mobile game untuk pembelajaran materi larutan penyangga dapat meningkatkan skor motivasi peserta didik pada semua kategori baik itu attention, relevance, confidence dan satisfaction setelah melalui pengambilan data dengan menggunakan angket berdasarkan desain motivasi belajar model ARCS. Mobile game development for learning on buffer solution material Abstract: This study aims to produce a mobile game product for learning on buffer solution material that is valid, practical and effective on learning outcomes and student motivation at SMA Bina Mandiri Banyuasin. This study uses the Alessi & Trollip development model which consists of several steps, namely planning, design and development. Mobile games for learning are declared valid after going through the alpha test process to experts and corrected according to expert advice. Mobile games for learning are stated to be practical after going through the beta test stage carried out by three high, medium, and low-ability students. Mobile games for learning have a potential effect on student learning outcomes which can be seen from the n-gain mean of 0.614 with moderate criteria. The use of mobile games for learning buffer solution material can increase students\u27 motivation scores in all categories of attention, relevance, confidence and satisfaction after going through data collection using a questionnaire based on the ARCS model of learning motivation design

    A study of interests and science process skills

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    This study aims to determine the differences and the relationship between interest and science process skills with 80 female students and 56 male students. This research uses quantitative methods so that this research is more systematic and objective. The sampling technique used in this study used simple random sampling. Analysis of the data used using hypotheses in the form of normality, linearity and homogeneity tests and assumption tests in the form of T test and correlation test. From the results of the T test and correlation test, it was found that there were differences and relationships between the sexes in the interests and skills of class VIIA and VIIB. In this case it is evidenced by a significant value \u3c0.05. Thus, the higher the interest of students, the higher the skills of students according to their gender. It can be said that success can be seen from the level of understanding, mastery of the material, and student achievement. The higher the understanding and mastery as well as learning achievement, the higher the level of learning success

    Pengembangan prototipe sistem track timer untuk pengukuran kecepatan secara otomatis pada sprint 60-meter

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    Saat ini sedang berkembang pencatatan waktu otomatis yang dijual oleh beberapa perusahan perlatan olahraga ternama seperti. Namun sayangnya, harga perangkat tersebut sangatlah mahal, dan membuat setiap pelatih ataupun praktisi olahraga terkendala untuk mendapatkannya. Karena fakta dan permasalahan tersebut, maka penelitian ini bertujuan untuk mengembangkan prototipe sistem pencatatan waktu untuk pengukuran kecepatan secara otomatis pada sprint 60-meter, dengan menggunakan perangkat sederhana dengan harga yang murah, namun memiliki tingkat presisi dan akurasi yang baik. Penelitian ini menggunakan metode penelitian research and development, dimana dalam proses pengembangan dan pembuatan pencatatan waktu otomatis, penelitian ini mengambil contoh dari timing gate yang sudah divalidasi sebelumnya. Dalam penelitian ini, kami juga sudah melakukan uji coba kepada 12 atlet sprinter (tinggi badan 172.8 ± 9.31, berat badan 61.05 ± 6.90, BMI 20.38 ± 0.87) terkait kegunaan alat tersebut. Rata-rata kecepatan lari seluruh subjek pada pos 10-meter adalah 2.44 ± 0.23 detik, pos 20-meter adalah 3.71 ± 0.18 detik, pos 30-meter adalah 4.75 ± 0.22 detik, pos 40-meter adalah 6.39 ± 0.31 detik, 50-meter adalah 7.65 ± 0.41 detik, dan 60-meter adalah 9.12 ± 0.49 detik. Penelitian research and development terkait pengembangan pencatatan waktu otomatis dalam penelitian ini, menunjukkan bahwa pencatatan waktu otomatis dapat dibuat dengan harga ekonomis, dan dapat digunakan untuk mengukur kecepatan lari 60-meter. Development of track timer prototype system for automatic speed measurement on 60-meter sprints Abstract Currently, automatic track timers are being sold by several well-known sports equipment companies. Unfortunately, the price of the device is very expensive and makes every coach or practitioner constrained to get it. Because of these facts and problems, this research was aimed to develop a prototype track timer system for automatic speed measurement on a 60-meter sprint, using a simple device at a low price, but has a good level of precision and accuracy. This study used to research and development research methods, wherein the process of developing and manufacturing automatic track timers, this study takes the example of a timing gate that has been validated before. In this study, we have also tested 12 sprinters (height 172.8 ± 9.31, weight 61.05 ± 6.90, BMI 20.38 ± 0.87) related to the use of the tools. The average running speed of all subjects on a 10-meter post is 2.44 ± 0.23 seconds, a 20-meter post is 3.71 ± 0.18 seconds, a 30-meter post is 4.75 ± 0.22 seconds, a 40-meter post is 6.39 ± 0.31 seconds, 50- The meter is 7.65 ± 0.41 seconds, and the 60-meter is 9.12 ± 0.49 seconds. This research shows that track timers can be made at economical prices, and can be used to measure 60-meter running speed

    The effect of uphill and downhill exercise on soccer player\u27s leg power

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    The uphill and downhill training method is one of the exercises that must be applied because it is an important component in the success of the soccer game. The objectives were to examine (1) the difference in the effect of uphill and downhill training on leg power, (2) the difference between players with high and low leg strength on leg power; and (3) the interaction between uphill and downhill training with leg strength (high and low) on leg power of football players. This type of research is an experiment with 2 x 2 factorial. The sample of Sleman United football players is 20 players. Leg and back dynamometer and vertical jump instruments. ANOVA data analysis techniqueα = 0.05. Research result. (1) There is a significant difference between uphill and downhill training on leg power. The results showed that the uphill training group was better than the downhill group. (2) There is a significant difference between the players with large and small leg strength concerning leg power. Players with large limb strength are better than small legs. (3) There is a significant interaction between the training method and leg strength on the leg power of football players. The research results are expected to be a reference in developing and implementing uphill exercise

    Analisis durasi pertandingan bolavoli pada Proliga 2019 ditinjau dari sistem energi

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    Penelitian ini mempunyai tujuan untuk mengetahui: 1. Durasi set pada tim bola voli Proliga tahun 2019 dan 2. Durasi pertandingan pada tim bola voli Proliga tahun 2019. Metode penelitian dalam penelitian ini adalah penelitian deskriptif menggunakan teknik survei. Pengambilan data dilakukan di Kantor PB. PBVSI Jakarta. Populasi penelitian adalah semua tim Proliga 2019. Sampel yang diambil sebanyak 9 tim yang terdiri dari 5 tim putera dan 4 tim puteri menggunakan teknik purposive sampling. Instrumen penelitian yang digunakan yaitu form. Data diperoleh dari scoresheet hasil pertandingan final four Proliga 2019. Teknik analisis data yang digunakan adalah teknik analisis statistik deskriptif. Hasil penelitian ini adalah: 1. Durasi pertandingan pada pertandingan final four Proliga 2019 yang paling cepat adalah 70 menit dan durasi pertandingan terlama adalah 151 menit. 2. Durasi set pada pertandingan final four Proliga 2019 yang paling cepat adalah 20 menit dan terjadi di durasi set 1. Sedangkan durasi set yang terlama adalah 41 menit dan terjadi di durasi set 3. Sehingga disarankan kepada para pelatih untuk selalu memiliki catatan terhadap spesifikasi permainan terutama durasi set dan durasi pertandingan dimanapun timnya bertanding. The analysis of volleyball match duration analysis in Proliga 2019 based on the energy system Abstract: This study aimed to determined: 1. The duration of the set on the PROLIGA volleyball team in 2019 and 2. The duration of the match on the PROLIGA volleyball team in 2019. The research method used in this research is descriptive research using survey techniques. Data were collected at the office of PP. PBVSI Jakarta. The study population was all 2019 Proliga teams. Samples were taken as many as 9 teams consisting of 5 men\u27s teams and 4 women\u27s teams using a purposive sampling technique. The research instrument used was a form. The data of which was obtained from the scoresheet of the 2019 Final Four Proliga match results. The data analysis technique used was descriptive statistical analysis techniques. The results of this study are 1. The fastest match duration in the 2019 Proliga Four Final is 70 minutes, and the longest match duration time is 151 minutes. 2.The set duration in the 2019 Proliga final four matches the fastest is 20 minutes and occurs in the duration set 1. While the longest set duration time is 41 minutes and occurs in the set duration 3. So it is advisable for the coaches to always have notes on the specifications of the game especially the set duration and match duration wherever the team is playing

    Pengembangan instrumen tes dribbling pada permainan futsal menggunakan teknologi mikrokontroler arduino

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    Penelitian ini bertujuan untuk membuat prototipe instrumen tes dribbling futsal menggunakan teknologi mikrokontroler arduino yang terhubung dengan aplikasi android. Penelitian ini merupakan penelitian dan pengembangan (Research and Development). Subjek penelitian adalah Pemain Futsal SMA N 1, 2 dan 9 Sijunjung, Kecamatan Sijunjung, Kabupaten Sijunjung, Sumatera Barat. Untuk Validasi alat oleh tiga orang ahli yaitu ahli Evaluasi dan Tes Pengukuran, Ahli Futsal, dan Ahli IT. Pengembangan instrumen tes dribbling futsal ini dilakukan dengan uji kelompok kecil dengan sampel 15 orang putra dan uji kelompok besar dengan sampel 45 orang putra. Metode yang digunakan adalah metode validitas ahli dengan penilaian menggunakan instrumen angket dan metode test dan retest untuk uji reliabilitas alat yang dianalisis dengan menggunakan rumus r korelasional. Hasil dari penelitian ini Hasil dari penelitian ini didapatkan nilai validitas sebesar 91,33%, kategori Sangat Baik/layak dan uji reliabilitas kelompok kecil sebesar 0.986, dengan kategori Tinggi dan kelompok besar sebesar 0.947, dengan kategori Tinggi . Kemudian didapatkan nilai praktisitas sebesar 94% dan nilai efektivitas sebesar 90%, maka disimpulkan bahwa instrumen tes dribbling futsal menggunakan teknologi mikrokontroler arduino efektif digunakan sebagai alat ukur untuk mengukur kecepatan dribbling futsal. Development of dribbling test instruments in futsal games using arduino microcontroller technology Abstract This study aims to make a prototype of the futsal dribbling test instrument using Arduino microcontroller technology that is connected to an Android application. This research is a research and development (Research and Development). The research subjects were Futsal Players SMA N 1, 2 and 9 Sijunjung, Sijunjung District, Sijunjung Regency, West Sumatra. For tool validation by three experts, namely Evaluation and Measurement Tests, Futsal Experts, and IT Experts. The development of the futsal dribbling test instrument was carried out with a small group test with a sample of 15 men and a large group test with a sample of 45 men. The method used is the expert validity method with an assessment using a questionnaire instrument and the test and retest method to test the reliability of the tools analyzed using the correlation r formula. The results of this study obtained a validity value of 91.33%, the category Very Good / feasible and the small group reliability test was 0.986, with the High category and the large group was 0.947, with the High category. Then obtained a practical value of 94% and an effectiveness value of 90%. Thus, it can be concluded that the futsal dribbling test instrument using arduino microcontroller technology is good for use as a measuring tool to measure the speed of futsal dribbling

    Observation instrument for student social attitude in primary schools: Validity and reliability

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    This study aims to (1) identify the content validity of observations of students\u27 social attitudes, (2) identify the construct validity of the observation instruments of students \u27social attitudes, and (3) identify the reliability of observations of students\u27 social attitudes. The subjects of this study were grades IV and V of elementary school students in Yogyakarta province selected using cluster random sampling. Observation guidelines were used to collect the data using a summative rating scale model. The content validity was analyzed by applying Aiken assisted by Microsoft Excel, the construct validity by using second-order Confirmatory Factor Analysis assisted by Lisrel, and the reliability by using the Omega reliability approach. The results indicate that all items are valid by which the content validity. The construct validity with the Confirmatory Factor Analysis is high. The reliability values of the observation instruments are reliable

    Performance differences by gender in English reading test

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    Test fairness becomes an aspect that needs to be considered when developing a test instrument. It is highly recommended that the instrument should not be biased for the test takers by ensuring that they do not behave differently among male and female test-takers. This study aims to examine the extent to which the items in an English proficiency test function differently across gender. Fifty reading items were examined and analyzed using a statistical method for detecting DIF. The items were individually tested for gender DIF using Rasch model analysis with the analysis tool of ConQuest. The results showed that six items were detected for DIF, three of which were basic comprehension items, and the other three were vocabulary questions. Some possible ways of dealing with DIF items were also discussed

    Internalisasi pendidikan moral pada perguruan tinggi di Jepang

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    Penelitian ini bertujuan untuk Mengetahui konsep pembelajaran pendidikan moral di perguruan tinggi di Jepang. Penelitian ini merupakan penelitian kualitatif. Penelitian dilaksanakan di Tokyo Gakugei University. Metode penelitian yang digunakan dalam penelitian ini adalah deskriptif kualitatif. Metode pengumpulan data diperoleh dengan cara observasi, wawancara dan dokumentasi. Hasil penelitian ini menjelaskan bahwa Pendidikan moral pada perguruan tinggi di Jepang bertujuan untuk membangun karakter warga negara muda untuk berpikir bagaimana caranya hidup dan bertindak atas dasar penilaian otonom dan hidup sebagai orang yang proaktif bersama dengan orang lain. Pendidikan moral menjadi alat dan media untuk mentrasformasikan nilai-nilai dasar filosofis masyarakat Jepang. Pendidikan moral dapat tercermin pada karakter keseharian masyarakat Jepang yang memiliki etos dan semangat kerja tinggi dalam menjalankan setiap profesinya ----- This study aims to determine the concept of learning moral education in universities in Japan. This research is a qualitative research. The study was conducted at Tokyo Gakugei University. The research method used in this study is descriptive qualitative. Data collection methods obtained by observation, interviews and documentation. The results of this study explain that moral education at universities in Japan aims to build the character of young citizens to think how to live and act on the basis of autonomous judgment and life as people who are proactive together with others. Moral education is a tool and media for transforming the basic philosophical values of Japanese society. Moral education can be reflected in the daily character of Japanese people who have high ethos and work spirit in carrying out every professio

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