Ade Ros Riza
Universitas Negeri Medan, Medan, Indonesia

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Development of Android Application-Based Teaching Materials for Physical Education, Health and Recreation Students Ade Ros Riza; Eva Faridah; Deni Rahman Marpaung; Filli Azandi
AL-ISHLAH: Jurnal Pendidikan Vol 15, No 4 (2023): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v15i4.3852

Abstract

This development research attempts to improve learning outcomes and sports science, especially physical fitness. The programme uses learning apps and instructional videos. In each face-to-face session, the learning app includes lecture explanations, videos of learning variations, fitness programme preparation, and other blended learning instructions. When researchers realised students needed an independent learning curriculum to complete the 20 SKS Thematic KKN programme off campus, they came up with this proposal. Help students access all Thematic KKN lectures. The quantitative research method leverages Sugiono's R D method to develop and evaluate items that meet goals. After this investigation, students' cognitive abilities, programme compilation capabilities, and fitness activity variants will be assessed. Three experts—two material and one media—will validate the Android-based learning medium in advance. 40% know the needs analysis, and experts' validation percentage. The average validation value with a bad category is 29%–46%. The small group test has 63% validity, according to expert review. The validation value is 47%–64%, which is good enough for the large group test stage following repair. With an outstanding category, application-based learning media for physical fitness activities is developed effectively and efficiently. The large group test has 94% validity, and the average validation score is 83% to 100%. The small group test of 16 Medan State University students of Physical Education, Sports, and Recreation had a score of 66% with a good category, and the large group test of 32 students had a score of 88% with a very good category. Thus, researchers can improve student learning results in physical fitness activity classes utilising an Android-based software.
Development of Android Application-Based Volley Learning Media for Vocational High School Students Ibrahim Ibrahim; Arjasman Sinaga; Ade Ros Riza; Usman Nasution
AL-ISHLAH: Jurnal Pendidikan Vol 15, No 4 (2023): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v15i4.3688

Abstract

This study seeks to investigate how to develop learning materials for volleyball game material for class XI students. This study employed research and development (RD) techniques, including large group tests for 30 class XI students and small group tests for 15 class XI students. For this study, questionnaires and questions were handed out to experts and students to gather data. Both qualitative and quantitative data analysis techniques were utilised. The volleyball game material developed in class XI was validated by three experts - two media experts and one material expert. 43% of participants are familiar with needs analysis, whereas the average rating for validation falls within the unfavourable range of 29% to 46%. The small group test has a validity level of 59%, with the validation level suggesting that the average validation value falls between 47% and 64%, making it suitable for the large group testing phase. Validation tests for large groups typically yield results ranging from 83% to 100%, indicating successful development of learning media for volleyball game material in class XI, falling within the very good category, and proving to be efficient and effective. In a recent test, 65% of students in the small group of 15 scored in the "good" category, while 87% of students in the large group of 30 achieved the same. Ranked in the "excellent" category. Hence, it can be inferred that utilising an Android-based application can enhance student learning outcomes in volleyball game content.
Enhancing Pencak Silat Education through Application-Based Learning Media: A Comparative Study on Teaching Effectiveness and Student Outcomes Iwan Saputra; Ade Ros Riza; Eva Faridah; Raswin Raswin; Agung Sunarno
AL-ISHLAH: Jurnal Pendidikan Vol 16, No 2 (2024): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v16i2.4027

Abstract

This examination is advancement research that expects to configuration learning media that contains appraisals in hand to hand fighting contests, particularly combative techniques and particularly aiding the field of sports science, particularly in the field of refereeing and sports accomplishments in North Sumatra. An application that contains assessments in both legal and illegal pencak silat competitions is the form of the developed media. These assessments are presented in the form of videos and match scoring. Additionally, the application includes a useful assessment of fundamental martial arts and martial arts techniques for use in classes. This thought emerged when specialists wanted to expect to discover that was more viable and proficient, as well as valuable for selecting contender for combative techniques and hand to hand fighting officials. The distribution of training materials for martial arts referees can also benefit from this application, particularly in the field of refereeing. The information displayed in this study is a correlation of the viability of the learning model for every mark of the evaluation of the new learning model (in the wake of utilizing the application) more successful than the old learning model (prior to utilizing the application). The new learning model has an efficiency of 85.71 percent, while the old learning model has an efficiency of 60 percent. The old learning model's average effectiveness of implementation indicators was 50%, while the new model's average effectiveness was 70%. Therefore, it can be concluded that the new learning model is superior to the old learning model (previous to using a drill machine) after using a drill machine.