44,027 research outputs found

    PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE STUDENT TEAMS  ACHIEVEMENT DIVISION (STAD) TERHADAP HASIL BELAJAR PASSING BAWAH BOLAVOLI (Studi pada Siswa Kelas X SMAN 1 Sukapura, Probolinggo)

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    Abstract Penjasorkes contains elements that are important values ​​in life. Value of cooperation is one of the values ​​that exist in Penjasorkes and needed and used in public life is harmonious and dignified.  One of the teaching material that contains the value of cooperation in the Penjasorkes is a game of volleyball.  This study is motivated by the lack of student mastery of passing down techniques that result in passing the ball down is often not directed to the opponent misses the intended and most often fight among players in doing passing down due to lack of cooperation among players. Formulation of the problem posed in this study is whether there is influence STAD cooperative learning model to study the results of passing under the volleyball in class X SMAN 1 Sukapura, Probolinggo and how big influence. The purpose of this study was to determine the effect of STAD cooperative learning model to the results of passing under the volleyball in class X SMAN 1 Sukapura, Probolinggo and to determine the magnitude of the effect. Cooperative learning model Student Teams Achievement Division (STAD) is a model of learning by students are grouped in teams of 4-6 members. With the implementation of cooperative learning model STAD expected learning outcomes of students passing increased under volleyball. This research is descriptive quantitative approach to experiment. The samples in this study were 48 students, consisting of 22 students XA class as the experimental group and 26 students XC class as the control group. Results of the study were independent t test can be concluded that there is a significant relationship between STAD cooperative learning model to learning outcomes as evidenced volleyball passing down of the value of t = 3.688 is greater than the value of t table (3.688> 1.6775) with a significance level of 0 , 05. The amount of influence STAD cooperative learning model to the learning outcomes of students passing class X under SMAN 1 Sukapura, Probolinggo is equal to 13.86%. Keywords: STAD cooperative learning model, volleyball underhand pass, learning outcomes

    PENGARUH PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE NUMBERED HEAD TOGETHER (NHT) TERHADAP  HASIL BELAJAR DRIBBLING SEPAKBOLA (Studi  Pada  Siswa  Kelas  XI  SMA Negeri 1 Tarik  Sidoarjo)

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    Abstrak Dribbling adalah salah satu metode memindahkan bola dari satu titik ke titik lain di lapangan dengan menggunakan kaki. Tujuan menggiring bola antara lain untuk mendekati jarak kesasaran, melewati lawan, dan menghambat permainan dalam sepakbola. Model pembelajaran digunakan agar dapat meningkatkan kemampuan gerak dasar dribbling pada siswa. Akan tetapi dalam kenyataaannya masih banyak siswa yang belum mampu menguasai gerak dasar dribbling dengan model yang sudah diterapkan oleh guru. Oleh karena itu diperlukan model pembelajaran lain salah satunya melalui model pembelajaran kooperatif tipe Numbered Head Together (NHT) agar mampu mengatasi kesulitan peserta didik khususnya pada siswa kelas XI SMA Negeri 1 Tarik dalam mengusai gerak dasar dribbling sepakbola. Tujuan dari penelitian ini adalah : 1) Untuk mengetahui pengaruh model pembelajaran kooperatif tipe Numbered Head Together (NHT) mampu mempengaruhi hasil belajar siswa. 2) Untuk mengetahui besarnya pengaruh model pembelajaran kooperatif tipe Numbered Head Together (NHT) terhadap hasil belajar dribbling sepakbola pada siswa kelas XI di SMA Negeri 1 Tarik. Subyek penelitian ini adalah siswa kelas XI IPA 2 dengan jumlah sampel 30 siswa. Berdasarkan hasil penelitian tersebut dapat disimpulkan bahwa pembelajaran dengan menggunakan model kooperatif tipe Numbered Head Together (NHT) memberikan pengaruh yang signifikan terhadap hasil belajar dribbling sepakbola yaitu sebesar 23,53 %. Kata Kunci : Gerak dasar dribbling, model Numbered Head Together (NHT), hasil belajar. Abstract Dribbling is one of method to moving a ball from one spot to another in the field using leg. The purpose of ball dribbling is for approaching distance into a target, passing an opponent, and slowing football game down. Learning model is used for increasing student’s dribbling basic move ability. Nevertheless in fact, still there are many students whose incapable in dribbling basic move along with application learning model. Because of that, it would be need an another learning model. Cooperative learning model Numbered Head Together type, to take a solution within students especially student class XI SMA Negeri 1 Tarik on controlling football dribbling basic move. The purpose of this research is, 1) To knowing effect application cooperative learning model numbered head together (NHT) can be increasing student’s learning result. 2) To knowing how big effect of cooperative learning model numbered head together (NHT) to dribbling learning result in students class XI of SMA Negeri 1 Tarik. The subject research is student class XI IPA 2, using 30 students in amount of sample. Based on research result, it can take a conclusion that learning which using cooperative model numbered head together (NHT) was providing a significant effect to football dribbling learning result, it is 23,53 %. Keywords : dribbling based move, Numbered Head Together (NHT) type, learning result

    PENERAPAN MODEL PEMBELAJARAN STAD (STUDENT TEAMS-ACHIEVEMENT DIVISION) TERHADAP HASIL BELAJAR KETEPATAN  SERVICE BAWAH BOLAVOLI

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    Abstract Volleyball become popular sport branch on Indonesia, all society stratum can play and learn it. For they who pursue achievement from this sport branch or just as an hobby for they as an amateurs. With simple rules of game, volleyball can be taught on elementary school children aged, junior high school to senior high school. Basic techniques that taught on elementary school and junior high school level can be increased on teenager age on highschool level. E.g. on performing underhand service basic technique, which previously only able to executed or through the net, further learning will increase its accuracy to certain target field that difficult to reach by opponent. Problem that appear during learning at school is one physical education teacher must be able to give maximal learning to every students, whereas certainly become a problem when the amount of student is quite a lot with different character and ability as well as limited learning time. Therefore, researcher execute research with STAD learning model to one of schools on Madiun, exactly on SMA Negeri 1 of Madiun City. SMA Negeri 1 Madiun considered to be appropriated since its one of the favourite public highschools, not just from the academic, but also from its sports achievement that deserved to considered at Madiun City. This research expected able to improve learning quality to be spread evenly on SMA Negeri 1 Madiun.     Research which conducted applying AAHPER underhand service accuracy test norm with pseudo experiment research and one group pretest - posttest research design. Sample collecting technique using purposive sample technique based on the recommendation from physical education teacher, banely Class XI IPS 1 with the amount of 36 students. All student of Class XI IPS 1 that amounted of 36 students will be divided to become 8 learning groups hetergenously to receive treatment in every meeting. Based on the research result, its obtained data with significant improvement for volleyball underhand service accuracy learning result as big as 63.93%.       Keywords: STAD learning model, Volleyball underhand service

    Interacting neural networks and cryptography

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    Two neural networks which are trained on their mutual output bits are analysed using methods of statistical physics. The exact solution of the dynamics of the two weight vectors shows a novel phenomenon: The networks synchronize to a state with identical time dependent weights. Extending the models to multilayer networks with discrete weights, it is shown how synchronization by mutual learning can be applied to secret key exchange over a public channel.Comment: Invited talk for the meeting of the German Physical Societ

    Critical Analysis of Decision Making Experience with a Machine Learning Approach in Playing Ayo Game

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    The major goal in defining and examining game scenarios is to find good strategies as solutions to the game. A plausible solution is a recommendation to the players on how to play the game, which is represented as strategies guided by the various choices available to the players. These choices invariably compel the players (decision makers) to execute an action following some conscious tactics. In this paper, we proposed a refinement-based heuristic as a machine learning technique for human-like decision making in playing Ayo game. The result showed that our machine learning technique is more adaptable and more responsive in making decision than human intelligence. The technique has the advantage that a search is astutely conducted in a shallow horizon game tree. Our simulation was tested against Awale shareware and an appealing result was obtained

    An explicit model for learning to structure and analyze decisions by judges

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    Legal practitioners and legal scientists need to have knowledge of the general rules that apply in the legal system. This involves both knowledge of the legislation and knowledge of the decisions by judges that function as general rules of law. Law students preparing themselves for the legal profession need to acquire these kinds of knowledge. A student has to have knowledge about where to look for decisions, understand the structure of decisions and learn to determine what makes a decision relevant to the body of applicable rules in the legal system. Legal education primarily aims at acquiring insight in the legal sources, their history and background. This basic knowledge is of great importance; legal problem solving is hardly possible without an understanding of the legal knowledge. To illustrate the use of this knowledge in practice, teachers work through decisions as examples. However, it is difficult, if not impossible, to learn by explanation or by imitation alone. A more effective way to obtain expertise is by actually performing the task, i.e. students should do the exercises, while the teacher provides feedback on their solutions. For effective learning, also the solution process should be monitored and provided with feedback. Furthermore it is desirable for students to be able to ask for help at any time during the process. They should also be able to practice over and over again. An ideal situation would have a teacher available for every student, monitoring the student while practicing and providing support where and whenever necessary. However, this being not practically feasible, the second best option is to offer the student electronic support. CASE (Case Analysis and Structuring Environment) is an environment where a law student can practice with finding decisions, with structuring its text and with analysing the decision in order to be able to determine in what way it adds to the body of applicable rules in the legal system. CASE is developed using a principled and structured design approach. A short description of this approach is followed by an analysis of the learning task, the difficulties law students experience and the remedies proposed on the basis of both the task analysis and the stated difficulties. This is followed by a description of architecture, functionality, platform and implementation of CASE and a description of a session with CASE and future work
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