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Development of jigsaw methods and digital-based design methods in gymnastic learning

Bibliographic Data

ID22249635
AuthorsPitnawati Pitnawati (State University of Padang), Erianti Erianti (State University of Padang), Zulbahri Zulbahri (State University of Padang), Yuni Astuti (0000-0003-3359-4004, State University of Padang, corresponding author), Damrah Damrah (State University of Padang, corresponding author), Rosmawati Rosmawati (0000-0002-3530-5336, State University of Padang)
Year2022
Volume6
Pages221-236
Publication date2022-01-24
Open AccessYes
TypeARTICLE
VenueLinguistics and Culture Review (JOURNAL)
Journal identifiersISSN: 2690-103X • E-ISSN: 2690-103X
PublisherScientific and Literature Open Access Publishing (PUBLISHER)
DOI10.21744/lingcure.v6ns3.2141
OpenAlexW4210622313
LanguageEN
References cited4

This research is motivated by the limited development of learning media for floor Gymnastics (artistic), especially for schools located in the regions or the village. This study aims to produce a product in the form of media from the development of the Jigsaw method and digital-android-based design. The subjects of this research were Students at the Sports Science Faculty who took basic and advanced or learning Gymnastics lectures with a total of 80 people for small group trials and 120 people for field trials. The data used in this research are qualitative and quantitative. This research was conducted using "Research and Development". The model that becomes the reference is the Borg & Gall development research model with 10 developments, in this research the researchers adopted the following Steps: 1) Preliminary Study (research and data collection); 2) Develop planning and analyze the media to be made; 3) Initial product development; 4) Conduct small group trials; 5) Product Revision; 6) Conduct field trials; and 7) Revise the final product

Data collection · Jigsaw · Management · Mathematics education · Multimedia · New product development · Research design · Research development · Social science · Sociology · Blockchain Technology in Education and Learning · Computer Science · Environmental Engineering and Cultural Studies · Mathematics · Psychology · Sports and Physical Education Research

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