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    EFEKTIVITAS PENGGUNAAN KARTU JAKARTA PINTAR PLUS (KJP PLUS) DI WILAYAH KELURAHAN CIPINANG MELAYU KOTA JAKARTA TIMUR

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    Penelitian ini bertujuan untuk mengetahui efektivitas penggunaan Kartu Jakarta Pintar Plus (KJP Plus) di Wilayah Kelurahan Cipinang Melayu Kota Jakarta Timur. Penelitian ini menggunakan pendekatan kualitatif deskriptif dengan pengumpulan data melalui observasi, wawancara, dan dokumentasi. Teknik analisis data dilakukan melalui reduksi data, penyajian data, dan penarikan kesimpulan. Penelitian ini menggunakan teori efektivitas program Sutrisno (2007) yang meliputi pemahaman program, tepat sasaran, tepat waktu, tercapainya tujuan, dan perubahan nyata. Hasil penelitian menujukkan bahwa pelaksanaan program Kartu Jakarta Pintar Plus (KJP Plus) di Wilayah Kelurahan Cipinang Melayu Kota Jakarta Timur dinilai cukup baik dalam memberikan kemudahan akses dan keberlanjutan pendidikan bagi keluarga kurang mampu sekaligus meringankan beban ekonomi keluarga penerima bantuan. Namun, program KJP Plus belum efektif karena masih ditemukan ketidaktepatan sasaran dan potensi penyalahgunaan dana bantuan. Hal tersebut disebabkan lemahnya pemahaman program, ketidakjujuran dalam pengisian data, dan pengawasan yang belum merata sehingga diperlukan perbaikan akurasi pendataan, pembaharuan data, peningkatan sosialisasi dan pengawasan yang lebih konsisten dari pihak sekolah maupun pihak pelaksana lainnya agar program lebih efektif dan tepat sasaran. ***** This study aims to determine the effectiveness of the use of the Jakarta Smart Card Plus (KJP Plus) in the Cipinang Melayu Village, East Jakarta City. This study uses a descriptive qualitative approach with data collection through observation, interviews, and documentation. Data analysis techniques are carried out through data reduction, data presentation, and drawing conclusions. This study uses Sutrisno's (2007) theory of program effectiveness which includes program understanding, on-targeting, on-time delivery, achievement of goals, and real changes. The results show that the implementation of the Jakarta Smart Card Plus (KJP Plus) program in the Cipinang Melayu Village, East Jakarta City is considered quite good in providing easy access and continuity of education for underprivileged families while simultaneously easing the economic burden on recipient families. However, the KJP Plus program is not yet effective because there are still inaccurate targets and potential misuse of aid funds. This is due to weak understanding of the program, dishonesty in filling out data, and uneven supervision. Therefore, it is necessary to improve the accuracy of data collection, update data, increase socialization and more consistent supervision from schools and other implementing parties to make the program more effective and on-target

    BUSANA RENANG ADAPTIF BAGI PENYANDANG DISABILITAS CEREBRAL PALSY

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    Penelitian ini bertujuan untuk mengetahui bagaimana desain busana renang adaptif yang sesuai dengan kebutuhan penyandang disabilitas cerebral palsy dengan hambatan fisik menggunakan kerangka Functional, Expressive, dan Aesthetic (FEA). Penelitian ini dilakukan di Yayasan Pembinaan Anak Cacat (YPAC) Jakarta dengan narasumber sebanyak lima orang tua/wali dari siswa penyandang disabilitas cerebral palsy yang mengikuti program terapi air. Metode penelitian yang digunakan adalah penelitian kualitatif dengan pendekatan design thingking, dengan teknik pengumpulan data melalui observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa busana renang adaptif bagi siswa penyandang disabilitas cerebral palsy di YPAC Jakarta memerlukan desain yang memperhatikan aspek Functional, Expressive, dan Aesthetic (FEA). Pada aspek fungsional, busana renang adaptif harus mudah dalam proses pemakaian dan pelepasan, mendukung mobilitas, serta nyaman dan aman saat digunakan, terutama bagi siswa yang mengalami kesulitan pada bagian tangan maupun kaki sehingga memerlukan inovasi pada sistem bukaan untuk membantu pendamping dalam proses berpakaian. Pada aspek ekspresif, busana renang adaptif diharapkan mampu memberikan rasa percaya diri, kenyamanan psikologis, serta mengurangi rasa malu anak saat mengikuti terapi air. Sementara itu, pada aspek estetika, desain busana renang adaptif perlu mempertimbangkan tampilan visual yang menarik, pemilihan warna yang sesuai, serta desain yang menyerupai busana renang pada umumnya agar tidak menimbulkan kesan berbeda. Dengan demikian, penerapan kerangka Functional, Expressive, dan Aesthetic (FEA) pada busana renang adaptif dapat menjadi solusi dalam memenuhi kebutuhan fungsional, psikologis, dan visual bagi penyandang disabilitas cerebral palsy, sehingga mendukung kenyamanan, keamanan, serta pengalaman positif anak selama mengikuti terapi air. Kata Kunci: Busana Renang Adptif, Cerebral Palsy ***** This study aims to examine the design of adaptive swimwear that meets the needs of children with cerebral palsy with physical impairments using the Functional, Expressive, and Aesthetic (FEA) framework. The study was conducted at the Yayasan Pembinaan Anak Cacat (YPAC) Jakarta with five parents or guardians of students with cerebral palsy who participate in aquatic therapy programs as research participants. This research employed a qualitative research method using a design thinking approach, with data collected through observation, interviews, and documentation. The findings indicate that adaptive swimwear for students with cerebral palsy at YPAC Jakarta requires designs that consider the Functional, Expressive, and Aesthetic (FEA) aspects. From a functional perspective, adaptive swimwear should facilitate ease of dressing and undressing, support mobility, and ensure comfort and safety during use, particularly for students who experience difficulties in the movement of the hands or legs, thereby requiring innovations in opening systems to assist caregivers during the dressing process. From an expressive perspective, adaptive swimwear is expected to enhance self-confidence, provide psychological comfort, and reduce feelings of embarrassment among children during aquatic therapy sessions. Meanwhile, from an aesthetic perspective, adaptive swimwear design should consider an appealing visual appearance, appropriate color selection, and designs that resemble conventional swimwear to avoid creating a sense of difference. Therefore, the application of the Functional, Expressive, and Aesthetic (FEA) framework in adaptive swimwear design can serve as a solution to fulfill the functional, psychological, and visual needs of children with cerebral palsy, thereby supporting comfort, safety, and positive experiences during aquatic therapy. Keywords: Adaptive Swimwear, Cerebral Pals

    PENGARUH E-MODUL PENGETAHUAN PENERAPAN SUMBER INSPIRASI MATA KULIAH DESAIN BUSANA 2 TERHADAP HASIL BELAJAR MAHASISWA

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    Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan e-modul pengetahuan Penerapan Sumber Inspirasi pada mata kuliah Desain Busana 2 terhadap hasil belajar mahasiswa. Penelitian ini menggunakan metode eksperimen dengan desain Pre-Ekperimental — Intact-Group Comparison. Menggunakan teknik simple random sampling di mana mahasiswa S1 Pendidikan Tata Busana yang mengikuti mata kuliah Desain Busana 2 pada semester 122 tahun 2025/2026. Teknik pengumpulan data menggunakan achievement test yang terdiri dari 20 soal pilihan ganda untuk data hasil belajar mahasiswa. Data hasil belajar dianalisis menggunakan independent t-test. Hasil penelitian menunjukkan bahwa rata-rata hasil belajar mahasiswa kelompok eksperimen lebih tinggi dibandingkan kelompok kontrol. Hasil uji statistik menunjukkan nilai signifikansi (2-tailed) sebesar 0,000 < 0,05, sehingga dapat disimpulkan bahwa terdapat pengaruh yang signifikan dari penggunaan media pembelajaran berupa e-modul pengetahuan Penerapan Sumber Inspirasi dengan penyajian materi secara langkah demi langkah terhadap hasil belajar mahasiswa pada mata kuliah Desain Busana 2. Kata Kunci: Pengaruh, E-Modul, Desain Busana 2, Penerapan Sumber Inspirasi, Hasil Belajar Mahasiswa. ***** This study aims to determine the effect of using an e-module on knowledge of the Application of Sources of Inspiration in the Fashion Design 2 course on students’ learning outcomes. This research employed an experimental method with a Pre-Experimental design using a Intact-Group Comparison. The sampling technique used was simple random sampling, involving undergraduate students of Fashion Design Education who were enrolled in the Fashion Design 2 course in the 122nd semester of the 2025/2026 academic year. Data collection was conducted using an achievement test consisting of 20 multiple-choice questions to measure students’ learning outcomes. The learning outcome data were analyzed using an independent t-test. The results showed that the average learning outcomes of students in the experimental group were higher than those in the control group. Statistical analysis indicated a significance value (2-tailed) of 0.000 < 0.05, leading to the conclusion that the use of the e-module as a learning medium on the Application of Sources of Inspiration, presented in a step-by-step manner, has a significant effect on students’ learning outcomes in the Fashion Design 2 course. Keywords: Effect, E-Module, Fashion Design 2, Application of Sources of Inspiration, Students’ Learning Outcomes

    MULTIMEDIA INTERAKTIF MENGGUNAKAN ARTICULATE STORYLINE 3 UNTUK PEMBELAJARAN BAHASA ARAB (Penelitian Pengembangan di MAN 3 Palembang)

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    Fadilah Fatimatazzahra, " Multimedia Interaktif Menggunakan Articulate Storyline 3 Untuk Pembelajaran Bahasa Arab ( Penelitian Pengembangan di MAN 3 Palembang ) ". Skripsi, Jakarta: Program Studi Pendidikan Bahasa Arab Fakultas Bahasa dan Seni Universitas Negeri Jakara, 2026. Penelitian ini bertujuan untuk mengembangkan Multimedia Interaktif Menggunakan Articulate Storyline 3 Untuk Pembelajaran Bahasa Arab di kelas X MAN 3 Palembang. Penelitian ini dilakukan untuk memecahkan masalah dan kesulitan dalam mempelajari Bahasa arab yang dihadapi oleh siswa dan membantu merangsang serta meningkatkan pemahaman siswa terhadap pembelajaran Bahasa Arab di MA. Metode yang digunakan dalam penelitian ini Adalah metode penelitian pengembangan (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evalution) yang dikembangkan oleh Dick dan Carry. Penelitian ini dilakukan untuk mengetahui kebutuhan, desain, pengembangan, bagaimana implementasinya, serta mengetahui evaluasi dari multimedia interaktif pembelajaran Bahasa Arab untuk siswa dan guru di MAN 3 Palembang. Berdasarkan hasil penelitian, Kualitas Multimedia Interaktif Menggunakan Articulate Storyline 3 Untuk Pembelajaran Bahasa Arab mendapatkan penilaian: 1) Ahli media, Multimedia Interaktif Menggunakan Articulate Storyline 3 Untuk Pembelajaran Bahasa Arab diperoleh nilai 93,33 % dari skala 80-100 % dengan kategori sangat layak. 2) Ahli materi, Multimedia Interaktif Menggunakan Articulate Storyline 3 Untuk Pembelajaran Bahasa Arab diperoleh nilai 92,7 % dari skala 80-100 % dengan kategori sangat layak. 3) Angket respon siswa terhadap Multimedia Interaktif Menggunakan Articulate Storyline 3 Untuk Pembelajaran Bahasa Arab diperoleh nilai 92,96 % dari skala 80-100 % dengan kategori sangat layak. Dengan demikian, Multimedia Interaktif Menggunakan Articulate Storyline 3 Untuk Pembelajaran Bahasa Arab layak digunakan di dalam pembelajaran Bahasa Arab. Kata Kunci : Multimedia Interktif, Bahasa Arab MA, Articulate Storyline 3 (*******) Fadilah Fatimatazzahra, "Interactive Multimedia Using Articulate Storyline 3 for Arabic Language Learning (Development Research at MAN 3 Palembang)." Undergraduate Thesis, Jakarta: Arabic Language Education Study Program, Faculty of Languages and Arts, Universitas Negeri Jakarta, 2026. This research aims to develop interactive multimedia using Articulate Storyline 3 for Arabic language learning in grade X at MAN 3 Palembang. The study was conducted to address problems and difficulties faced by students in learning Arabic and to help stimulate and enhance their understanding of Arabic language learning at the Madrasah Aliyah level. The method used in this research is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) developed by Dick and Carey. The research was carried out to identify needs, design, development, implementation, and evaluation of interactive multimedia for Arabic language learning for both students and teachers at MAN 3 Palembang. Based on the results, the quality of interactive multimedia using Articulate Storyline 3 for Arabic language learning received the following assessments: 1) Media expert: 93.33% on a scale of 80–100%, categorized as highly feasible. 2) Material expert: 92.7% on a scale of 80–100%, categorized as highly feasible. 3) Student response questionnaire: 92.96% on a scale of 80–100%, categorized as highly feasible. Thus, interactive multimedia using Articulate Storyline 3 is considered feasible for use in Arabic language learning. Keywords: Interactive Multimedia, Arabic Language Learning at Madrasah Aliyah, Articulate Storyline

    PENGEMBANGAN MEDIA PEMBELAJARAN WORDWALL BERBASIS TPR (TOTAL PHYSICAL RESPONSE) PADA PEMBELAJARAN BAHASA INGGRIS KELAS IV SEKOLAH DASAR

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    Penelitian dan pengembangan ini bertujuan untuk mendeskripsikan proses pengembangan dan mengetahui kualitas kelayakan serta efektifitas dari produk media pembelajaran Wordwall berbasis TPR (Total Physical Response). Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan 4D (Define, Design, Develop, and Disseminate). Teknik analisis data yang digunakan berupa statistik deskriptif kuantitatif dengan menggunakan statistika sederhana yaitu angket dengan rentan kriteria skor 1 – 4. Adapun subjek penelitian meliputi 3 ahli (ahli materi, ahli bahasa, dan ahli media), 3 peserta didik untuk one to one evaluation, 8 peserta didik untuk small group evaluation, dan 34 peserta didik untuk field test. Pengumpulan data dilakukan observasi, wawancara, kuesioner dan tes. Hasil penelitian ini menunjukan tingkat kelayakan dari produk berdasarkan uji validasi ahli materi sebesar 95%, ahli bahasa sebesar 93,7%, dan ahli media sebesar 100%, serta pada uji coba peserta didik mendapatkan persentase kelayakan sebesar 94,1% dalam one to one evaluation, dan 97,8% dalam small group evaluation. Adapun hasil keefektifan produk dapat dilihat pada hasil field test dengan skor N-Gain sebesar 0,87 dengan presentase 87,25%. Berdasarkan hasil dari uji validasi ahli dan peserta didik, maka dapat disimpulkan bahwa pengembangan media pembelajaran Wordwall berbasis TPR (Total Physical Response) adalah sangat layak dan efektif dengan kriteria interpretasi tinggi sehingga dapat diterapkan sebagai media pembelajaran dalam proses pembelajaran bahasa inggris IV Sekolah Dasar. ***** This research and development aims to describe the development process and determine the feasibility and effectiveness of the TPR (Total Physical Response)-based Wordwall learning media product. The research method used is Research and Development (R&D) with the 4D development model (Define, Design, Develop, and Disseminate). The data analysis technique used is quantitative descriptive statistics, employing simple statistics such as questionnaires with a score range of 1-4. The research subjects include 3 experts (content expert, language expert, and media expert), 3 students for one-to-one evaluation, 8 students for small group evaluation, and 34 students for field testing. Data collection was done thru observation, interviews, questionnaires, and tests. The results of this study show that the product's feasibility level based on material expert validation tests is 95%, language expert validation is 93.7%, and media expert validation is 100%. Additionally, in student trials, the product received a feasibility percentage of 94.1% in one-to-one evaluation and 97.8% in small group evaluation. As for the effectiveness of the product, it can be seen in the field test results with an N-Gain score of 0.87 and a percentage of 87.25%. Based on the results of expert and student validation tests, it can be concluded that the development of Wordwall learning media based on TPR (Total Physical Response) is very feasible and effective with high interpretation criteria, so it can be applied as a learning medium in the English language learning process for Grade IV Elementary School

    PENGEMBANGAN MEDIA HEBER (HEWAN BERHITUNG) PADA MATERI PERKALIAN KELAS III SEKOLAH DASAR

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    Penelitian ini bertujuan untuk; (1) Mengetahui kevalidan media HEBER (Hewan Berhitung) pada materi perkalian kelas III, (2) Mengetahui praktikalitas media HEBER (Hewan Berhitung) pada materi perkalian kelas III, (3) Mengetahui keefektifan media HEBER (Hewan Berhitung) pada materi perkalian kelas III. Populasi dalam penelitian ini adalah peserta didik kelas III SDN Gondangdia 01 Pagi sebanyak 32 orang. Penelitian ini merupakan penelitian RND (Research and Development). Model yang digunakan dalam penelitian ini adalah model Borg & Gall yang terdiri dari 10 tahapan yaitu potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba awal, revisi produk, uji coba pemakaian, revisi produk, dan produksi masal (Sugiyono, 2025). Pengumpulan data dilakukan dengan menggunakan observasi, wawancara, angket, dan tes. Hasil penelitian menunjukkan bahwa Kevalidan pada media HEBER (Hewan Berhitung) dari hasil validasi ahli media mendapatkan skor 100% dalam kriteria sangat layak, validasi ahli materi mendapatkan skor 89,09% dengan kriteria sangat layak. kepraktisan pada media HEBER (Hewan Berhitung) dari hasil praktikalitas guru mendapatkan skor 93,33% dengan kategori sangat praktis, kepraktisan uji perorangan (one to one) mendapatkan skor 100% dengan kategori sangat baik, dan uji kelompok kecil (small group) mendapatkan skor 100% dengan kategori sangat baik. Keefektifan media HEBER (Hewan Berhitung) pada uji coba pemakaian (field test) mendapatkan skor 78% dengan kategori efektif. Berdasarkan hasil penelitian maka media HEBER termasuk dalam kategori sangat layak, sangat praktis, dan efektif. Oleh sebab itu, guru dapat membuat media yang manipulatif/ konkret agar dapat membantu guru dalam mengajarkan operasi hitung perkalian pada peserta didik kelas III. ***** This study aims to: (1) Determine the validity of the HEBER (counting animals) media in third grade multiplication material, (2) Determine the practicality of the HEBER (counting animals) media in third grade multiplication material, (3) Determine the effectiveness of the HEBER (counting animals) media in third grade multiplication material. The Population in this study consisted of 32 third­– grade students at SDN Gondangdia 01 Pagi. This study was an RND (Research and Development) study. The model used in this study was the Borg & Gall model, which consists of 10 stages, namely potential and problems, data collection, product design, design validation, design revision, preliminary testing, product revision, usage testing, product revision, and mass production (Sugiyono, 2025). Data collection was carried out using observation, interviews, questionnaires, and tests. The results showed that the validity of the HEBER (Hewan Berhitung) media from the media expert validation results scored 100% in the very feasible criteria, while the material expert validation scored 89.09% with the very feasible criteria. The practicality of the HEBER (Counting Animals) media from the results of teacher practicality obtained a score of 93.33% in the very practical category, the practicality of individual testing (one to one) obtained a score of 100% in the very good category, and small group testing obtained a score of 100% in the very good category. The effectiveness of the HEBER (Hewan Berhitung) media in the field test scored 78% with a rating of effective. Based on the results of the study, the HEBER media is categorized as very feasible, very practical, and effective. Therefore, teachers can create manipulative/concrete media to help them teach multiplication operations to third­– grade students

    PERJUANGAN MEMPERTAHANKAN EMAS PON (STUDI AUTOETNOGRAFI ATLET TAEKWONDO INDONESIA)

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    Penelitian ini bertujuan untuk mengungkap perjuangan atlet taekwondo Indonesia dalam mempertahankan prestasi puncak berupa medali emas Pekan Olahraga Nasional (PON), dengan meninjau faktor pendukung, tantangan, serta implikasinya terhadap regenerasi atlet. Penelitian menggunakan pendekatan kualitatif dengan metode autoetnografi, yang menempatkan pengalaman personal peneliti sebagai sumber data utama. Data diperoleh melalui refleksi diri, ingatan personal, catatan pengalaman latihan dan pertandingan, serta keterlibatan langsung peneliti dalam sistem pembinaan taekwondo Indonesia. Hasil penelitian menunjukkan bahwa keberhasilan mempertahankan medali emas PON merupakan proses yang kompleks dan berkelanjutan, melibatkan interaksi antara faktor fisik, mental, sosial, dan budaya olahraga prestasi. Faktor antropometri yang sesuai, kondisi fisik yang prima, serta kekuatan mental dan dukungan lingkungan berperan penting dalam menjaga konsistensi performa atlet. Selain itu, atlet juga dihadapkan pada berbagai tantangan, seperti resiko cedera, tekanan psikologis, kejenuhan latihan, serta tuntutan adaptasi terhadap perubahan sistem pertandingan. Melalui pendekatan autoetnografi, penelitian ini memberikan pemahaman mendalam mengenai dinamika internal atlet dalam menghadapi tekanan kompetisi tingkat nasional. Penelitian ini menegaskan bahwa mempertahankan prestasi tidak hanya ditentukan oleh kemampuan fisik dan teknik, tetapi juga oleh pembentukan karakter, ketahanan mental, dan komitmen jangka panjang dalam proses pembinaan atlet. Kata kunci: Autoetnografi, Taekwondo, Pekan Olahraga Nasional, Olahraga Prestasi ***** This study aims to explore the struggle of an Indonesian taekwondo athlete in maintaining peak performance by winning gold medals at the National Sports Week (Pekan Olahraga Nasional/PON), focusing on supporting factors, challenges, and implications for athlete regeneration. The research employs a qualitative approach using an autoethnographic method, positioning the researcher’s personal experience as the primary source of data. Data were collected through self-reflection, personal memories, training and competition experience records, and the researcher’s direct involvement in the Indonesian taekwondo development system. The findings reveal that maintaining a PON gold medal is a complex and continuous process involving the interaction of physical, psychological, social, and cultural factors within elite sports. Suitable anthropometric characteristics, optimal physical condition, strong mental resilience, and environmental support play crucial roles in sustaining athletic performance. Athletes also face various challenges, including injury risks, psychological pressure, training fatigue, and the need to adapt to changes in competition regulations. Through an autoethnographic approach, this study provides an in-depth understanding of the athlete’s internal dynamics in coping with nationallevel competitive pressure. The study emphasizes that sustaining elite performance is not solely determined by physical and technical abilities, but also by character development, mental resilience, and long-term commitment within the athlete development process. Keywords: Autoethnography, Taekwondo, National Sports Week (PON), High Performance Spor

    EFEKTIVITAS LATIHAN RESISTANCE BAND UNTUK MENINGKATKAN KEMAMPUAN SHOOTING SSB LENGKONG UNITED USIA 13-15 TAHUN

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    Penelitian ini bertujuan untuk mengetahui efektivitas latihan resistance band terhadap kemampuan Shooting atlet Shooting SSB Lengkong United Usia 13-15 Tahun. Desain penelitian ini adalah penelitian kuantitatif yang menggunakan desain Pretest Posttest control group design yakni rancangan pra eksperimen yang menggunakan satu kelompok yakni Resistance band. Teknik pengambilan sampel dilakukan dengan metode puporsive sampling. Subjek yang diteliti berjumlah 10 atlet Shooting SSB Lengkong United Usia 13-15 Tahun., dibagi menjadi Perlakuan diberi selama 14x pertemuan dengan frekuensi 3 kali seminggu memberikan efektivitas terhadap kemampuan shooting. Instrumen yang digunakan adalah tes sepak sasaran. Pengolahan analisis menggunakan “uji t” paired dengan hasil penelitian sebagai berikut: kelompok Resistance band diperoleh t hitung 4,291 > 1,833 maka H0 ditolak dan H1 diterima yang artinya terdapat peningkatan kemampuan shooting secara signifikan. Begitupun rata-rata yag diperoleh dari sebelum perlakuan hingga setelah perlakuan dengan hasil 3,000 Sehingga dapat disimpulkan bahwa adanya efektivitas latihan Resistance band dalam meningkatkan kemampuan shooting atlet SSB Lengkong United Usia 13-15 Tahun. Kata kunci : Latihan Resistance band, Kemampuan Shooting.*****This study aims to determine the effectiveness of Resistance band training on the shooting ability of SSB Lengkong United athletes aged 13–15 years. This study employed a quantitative approach using a pre-experimental one-group pretest– posttest design, involving a single group without a control group. The sampling technique used was purposive sampling. The subjects of this study consisted of 10 shooting athletes of SSB Lengkong United aged 13–15 years. The treatment in the form of Resistance band training was conducted over 14 sessions with a frequency of three times per week. The instrument used to measure shooting ability was the target soccer shooting test. Data analysis was carried out using a paired t-test. The results showed that the calculated t value of 4.291 was greater than the t table value of 1.833, indicating that H0 was rejected and H1 was accepted. This result demonstrates a significant improvement in shooting ability after the Resistance band training. In addition, the mean score increased by 3.000 from pretest to posttest. Therefore, it can be concluded that Resistance band training is effective in improving the shooting ability of SSB Lengkong United athletes aged 13–15 years. Keywords: Resistance band Training, Shooting Ability

    PENGEMBANGAN ALAT BANTU LATIHAN BATTING DRILLS PELUNCUR BOLA CRICKET KETERAMPILAN STRAIGHT DRIVE PADA SISWA MENENGAH PERTAMA

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    Penelitian ini bertujuan untuk mengembangkan produk baru berupa alat bantu latihan batting drills pada olahraga cricket, khususnya untuk keterampilan straight drive pada siswa sekolah menengah pertama. Terdapat lima tahapan yang dilakukan dalam penelitian ini, yaitu: 1) Analysis, 2) Design, 3) Development, 4) Implementation, dan 5) Evaluation. Penelitian ini menggunakan metode Research and Development untuk menciptakan produk baru berupa alat bantu latihan batting drills peluncur bola cricket otomatis yang disesuaikan dengan karakteristik siswa SMP. Penelitian dan pengembangan (R&D) dilakukan dengan mengacu pada model ADDIE.Subjek penelitian yang digunakan dalam uji coba alat bantu latihan batting drills peluncur bola cricket otomatis adalah 20 orang siswa SMP Negeri 216 Jakarta. Peneliti bekerja sama dengan tiga orang ahli, yaitu satu ahli tes konstruksi dan dua ahli dari bidang kepelatihan cricket. Uji validasi produk dilakukan dengan menggunakan uji justifikasi yang melibatkan ketiga ahli tersebut. Setelah proses validasi ahli dilakukan, selanjutnya produk diuji cobakan kepada subjek penelitian, yaitu siswa SMP pengguna alat bantuan latihan. Berdasarkan hasil uji kelayakan dari tiga ahli, alat bantu latihan ini dinyatakan sangat layak dengan nilai akhir 88,3%. Dan hasil uji coba pada subjek penelitian, yaitu 20 siswa SMP Negeri 216 Jakarta, juga dinyatakan sangat layak dengan nilai akhir 93%. Dengan demikian, dapat disimpulkan bahwa pengembangan produk baru alat bantu latihan batting drills peluncur bola cricket otomatis layak digunakan dalam pembelajaran maupun latihan ekstrakurikuler. Produk ini juga dapat membantu pelatih dalam memilih instrumen yang efektif untuk meningkatkan keterampilan dasar straight drive siswa. Kata kunci: Pengembangan, Batting Drills, Peluncur Bola Cricket*****Study aims to develop a new product in the form of a batting drill training aid for cricket, specifically designed to improve straight drive skills among junior high school students. The research follows five stages, namely: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. This study utilizes a Research and Development method to create a new product—an automatic cricket ball launcher–based batting drill training aid adapted to the characteristics of junior high school students. The Research and Development (R&D) process refers to the ADDIE model. The research subjects involved in testing the automatic cricket ball launcher training aid consisted of 20 students from SMP Negeri 216 Jakarta. The researcher collaborated with three experts, including one test construction specialist and two experts in cricket coaching. Product validation was carried out using a justification test involving all three experts. After the expert validation process, the product was then tested on the research subjects, namely the junior high school students who used the training aid. Based on the feasibility assessment conducted by the three experts, the training aid was declared highly feasible with a final score of 88.3%. The trial results involving 20 students from SMP Negeri 216 Jakarta also showed that the product was highly feasible, with a final score of 93%. Therefore, it can be concluded that the development of this new automatic cricket ball launcher batting drill training aid is suitable for use in both instructional settings and extracurricular training. The product can also assist coaches in selecting effective instruments to improve students’ basic straight drive skills. Keywords: Development, Batting Drills, Cricket Ball Launche

    Pengaruh Model Brain Based Learning Berbantuan Aplikasi Geogebra Terhadap Kemampuan Pemahaman Konsep Matematis Siswa Ditinjau Dari Self-Efficacy Di SMK Negeri Di Jakarta

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    Penelitian ini dilatarbelakangi rendahnya kemampuan pemahaman konsep matematis peserta didik SMK, hal ini ditandai peserta didik masih belum dapat kesalahannya dalam menuliskan ordo pada matriks, penggunaan kaidah operasi dari matriks, serta kurang teliti dalam mengidentifikasi informasi yang dipaparkan dalam soal. Adapun tujuan penelitian ini ialah mengetahui pengaruh model brain based learning dengan geogebra terhadap kemampuan pemahaman konsep matematis peserta didik berdasarkan tingkat self-efficacy peserta didik. Metode penelitian ini ialah quasi eksperimen dengan desain penelitian desain factorial 2x2 by level. Sampel penelitian yang diambil ialah siswa kelas XI BR dan XI RPL SMK Negeri 12 Jakarta Utara, serta siswa kelas XI TKR dan XI TKJ SMK Negeri 54 Jakarta Pusat dengan banyak keseluruhan sampel sebesar 96 peserta didik, yang terbagi atas 48 kelas eksperimen dan 48 kelas kontrol, yang nantinya dibagi lagi sesuai dengan tingkat self-efficacy yang dimiliki setiap peserta didik. Instrumen penelitian yang digunakan ialah lembar angket self-efficacy dan lembar tes keterampilan pemahaman konteks matematika. Analisis data yang diterapkan penelitian ini ialah meliputi beberapa uji: Uji Normalitas, Uji Homogenitas, uji size effect, Uji ANAVA dua arah, dan Uji-t. Hasil dari penelitian ini ialah: Kemampuan pemahaman konsep matematis peserta didik yang diberi model brain based learning dengan geogebra lebih tinggi daripada model pembelajaran konvensional, terdapat interaksi dari model pembelajaran dengan tingkat self-efficacy peserta didik; kemampuan pemahaman konsep matematis peserta didik yang diberi model brain based learning lebih tinggi daripada diberi model konvensional pada tingkat self-efficacy tinggi; serta tidak terdapat perbedaan kemampuan pemahaman konsep matematis antar kedua model pada kelompok self-efficacy rendah. Kata Kunci : Brain based learning, Geogebra, Kemampuan pemahaman konsep, Self-efficacy ***** This research is motivated by the low ability to understand mathematical concepts of vocational high school students, this is indicated by students still not being able to make mistakes in writing orders in matrices, using the operating rules of matrices, and being less careful in identifying information presented in questions. The purpose of this study is to determine the effect of the brain-based learning model with GeoGebra on students' mathematical concept understanding abilities based on the level of students' self-efficacy. This research method is a quasi-experimental research design with a 2x2 factorial design by level. The research samples taken were students of class XI BR and XI RPL of SMK Negeri 12 North Jakarta, as well as students of class XI TKR and XI TKJ of SMK Negeri 54 Central Jakarta with a total sample of 96 students, divided into 48 experimental classes and 48 control classes, which will be further divided according to the level of self-efficacy possessed by each student. The research instruments used were self-efficacy questionnaire sheets and mathematical context understanding skills test sheets. The data analysis applied in this study includes several tests: Normality Test, Homogeneity Test, effect size test, two-way ANOVA Test, and t-Test. The results of this study are: The ability to understand mathematical concepts of students who are given a brain-based learning model with Geogebra is higher than the conventional learning model, there is an interaction between the learning model and the level of self-efficacy of students; the ability to understand mathematical concepts of students who are given a brain-based learning model is higher than those given a conventional model at a high self-efficacy level; and there is no difference in the ability to understand mathematical concepts between the two models in the low self-efficacy group.Keywords: Brain based learning, Geogebra, Conceptual Understanding Ability, Self-efficac

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