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Found 248 from your keywords: subject="Permainan"
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PENGARUH GAME SMART SHAPE TERHADAP KEMAMPUAN BERPIKIR LOGIS ANAK USIA 5-6 TAH…
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Mutiara, Mutiara

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan Game Smart Shape terhadap kemampuan berpikir logis anak usia 5–6 tahun di TK Al-Kautsar Indralaya. Penelitian dilakukan menggunakan pendekatan kuantitatif dengan desain pre-eksperimental (one-group pretest–posttest) yang melibatkan 16 anak kelompok B yang dipilih melalui teknik total sampling. Hasil penelitian menunjukkan adanya …

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xiii, 112 hlm.; ilus.; tab.; 29 cm
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Call Number
T1940742026
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PENGARUH MEDIA TUTUP BOTOL ANGKA TERHADAP KEMAMPUAN MENGURUTKAN BILANGAN ANAK…
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Imelia, Imelia

This study aims to determine the effect of number bottle cap media on the number sequencing ability of children aged 4–5 years at TK Islam Al-Furqon Pedamaran. The research employed a quantitative experimental approach using a one-group pretest–posttest design involving 16 children selected through total sampling. Data were collected through observation sheets and documentation, and were an…

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xvii, 117 hlm.; ilus.; 29 cm
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T1948982026
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HUBUNGAN KOORDINASI MATA – TANGAN, KEKUATAN OTOT LENGAN TERHADAP KEMAMPUAN …
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Meitriandini, Inaiya

Penelitian ini bertujuan untuk mengetahui hubungan koordinasi mata-tangan, kekuatan otot lengan terhadap kemampuan servis atas permainan bola voli pada siswa kelas XI. Penelitian ini menggunakan pendekatan kuantitatif dengan desain korelasional. Subjek penelitian adalah siswa kelas XI yang telah mendapatkan materi permainan bola voli. Teknik pengambilan sampel menggunakan purposive sampling. In…

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xii, 80 hlm.; ilus.; 29 cm
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Call Number
T1918242026
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SURVEI MOTIVASI PADA KEGIATAN EKSTRAKURIKULER PERMAINAN BOLA VOLI DI SMA NEGE…
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Anggara, Alvin

Ekstrakurikuler adalah kegiatan pendidikan di luar jam pelajaran kurikulum standar yang bertujuan untuk mengembangkan bakat, motivasi, potensi, dan karakter siswa. Penelitian ini bertujuan untuk mengetahui tingkat motivasi siswa dalam mengikuti kegiatan ekstrakurikuler permainan bola voli di SMA Negeri 4 Pagar Alam serta menganalisis faktor-faktor yang mempengaruhi. Jenis penelitian yang diguna…

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xvi, 111 hlm.; ilus.; tab.; 29 cm
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Call Number
T1903152025
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MENINGKATKAN KEMAMPUAN MENCOCOKKAN BILANGAN DAN LAMBANG BILANGAN MENGGUNAKAN …
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Jannah, Ranifa Wardhatul

Children’s ability to match numbers with number symbols remains a challenge ini early numeracy learning at the kindergarden level. Preminary observations conducted at TK Angkasa Lanud Palembang revealed that most children in Group A had not yet been able to consistently associate quantities with their corresponding number symbols. This Condition resulted in less optimal learning activies, as …

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xiv, 103 hlm.; ilus.; tab.; 29 cm
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T1897332025
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PENERAPAN MODIFIKASI PERMAINAN TRADISIONAL ENGKLEK UNTUK MENINGKATKAN KEMAMPU…
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Amrullah, Dzakiy

This research aims to find out how to apply modifications to the traditional engklek game in grade 2 elementary school students to improve gross motor skills, implement the development of students' social and cooperative abilities during the process of playing the modified traditional game engklek in grade 2 students at Prabumulih State Elementary School 29 and measure motor development. rude t…

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xiii, 126 hlm.; ilus.; 29 cm
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Call Number
T1519802024
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PENINGKATAN EFEKTIVITAS SISWA DALAM PEMBELAJARAN PENDIDIKAN JASMANI MELALUI P…
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Pratama, Febi Octa

Pendidikan jasmani adalah suatu proses pembelajaran melalui aktivitas jasmani yang didesain untuk meningkatkan kebugaran jasmani, mengembangkan keterampilan motorik, pengetahuan, perilaku hidup sehat, aktif, sikap sportif dan kecerdasan emosi. Pengalaman belajar yang disajikan akan membantu siswa untuk memahami bagaimana cara melakukan gerakan yang aman, efektif dan efisien. Penelitian ini bert…

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xi, 71 hlm.: Ilus., tab.; 28 cm
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Call Number
T737952010
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PENGARUH LATIHAN BEBAN PADA LENGAN TERHADAP KEMAMPUAN PAS BAWAH PADA CABANG O…
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Zulhimi, Zulhimi

Skripsi penelitian ini berjudul “Penguruh Latihan Beban Pada Lengan Terhadap Kemampuan Pas Bawah Pada Cabang Olahraga Bola Voli Putra di SMP Negeri 6 Talang Ubi Kelas VIII” Tujuan penelitian ini adalah untuk mengetahui Pengaruh dari Latihan Beban pada Lengan terhadap Kemampuan Pas Bawah Pada Cabang Olahraga Bola Voli Putra di SMP Negeri 6 Talang Ubi kelas VIII. Jenis penelitian ini adalah e…

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xiii, 57 hlm.; ill.; tab.; 28 cm.
Series Title
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Call Number
T737022009
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UPAYA PENINGKATAN PEMBELAJARAN PERMAINAN BOLA VOLI DENGAN PENDEKATAN BERMAIN …
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Utama, Rahmady

Penelitian ini beijudul “Upaya Peningkatan Pembelajaran Permainan Bola Voli dengan Pendekatan Bermain Pada Siswa Kelas X. A SMA Negeri 9 Palembang Melalui Modifikasi Sarana dan Prasarana”. Tujuan penelitian ini adalah untuk mengetahui apakah dengan menggunakan metode bermain dalam pembelajaran permainan bola voli melalui modifikasi sarana dan prasarana pada siswa kelas X. A SMA Negeri 9 Pal…

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xi, 37 hlm.; ill.; tab.; 28 cm.
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Call Number
T735242009
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PENGARUH LATIHAN LONCAT MENGANGKAT LUTUT (KNEE LIFT JUMP) TERHADAP DAYA LEDAK…
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Hermansyah, Ari

Penelitian ini berjudul “Pengaruh latihan Loncat Mengangkat Lutut ( Knee Lift Jump ) Terhadap Daya Ledak Otot Tungkai Pemain Bola basket Putra di SMA Srijaya Negara Palembang”. Rumusan masalah penelitian ini adalah apakah ada pengaruh latihan Loncat Mengangkat Lutut ( Knee Lift Jump ) terhadap peningkatan daya ledak otot tungkai pada pemain basket putra di SMA Srijaya Negara Palembang?. Sed…

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xii, 60 hlm.; ill.; tab.; 28 cm.
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Call Number
T735222009
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cover
PERMAINAN ANAK-ANAK DAERAH SUMATERA SELATAN
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Departemen Pendidikan Dan Kebudayaan

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vi, 161 hlm. : ilus. ; 23 cm
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793.4 Per p

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ISBN/ISSN
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vi, 161 hlm. : ilus. ; 23 cm
Series Title
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Call Number
793.4 Per p
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PENYESUAIAN KESULITAN OTOMATIS PADA GAME 2D SHOOTER MENGGUNAKAN FUZZY LOGIC
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Thaddeus, Vincent Dyfan

Difficulty adjustment in games is one of the key factors that influences player experience. A 2D shooter game that is too easy or too difficult may prevent players from receiving proper feedback due to being unable to complete the game, so difficulty adjustment is necessary. Therefore, a system is needed to automatically and dynamically adjust the game’s difficulty based on the player’s ski…

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xvii, 125 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1858142025
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FAKTOR PENYEBAB TERGERUS BUDAYA PERMAINAN TRADISIONAL DI DESA TALANG DUKUN OG…
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Asmania, Asmania

The aim of this research is to find out the factors causing the erosion of traditional gaming culture in Talang Dukun Ogan Ilir village. This type of research uses qualitative research with a descriptive approach. The research subjects were six people consisting of children, parents, village elders and village officials. Data collection techniques were carried out through observation and interv…

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xiv, 61 hlm.; ilus.; 29 cm
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Call Number
T1503212024
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ANALISIS PERILAKU MAHASISWA SEBAGAI PENGGEMAR GAME ONLINE MOBILE LEGENDS: BAN…
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Lintang, Yohanes Leonardo

This study analyzes the behavior of Sriwijaya University students as fans of the game Mobile Legends: Bang Bang (MLBB) using a qualitative phenomenological approach through in- depth interviews, participant observation, and documentation. The results show that students’ involvement in MLBB is not only for entertainment but also serves as a means of forming social identity, enhancing communica…

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v, 87 hlm.; ilus.; tab.; 29 cm.
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T1856602025
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PENERAPAN TERAPI MEDIA PERMAINAN EDUKATIF UNTUK MENGURANGI KECEMASAN PADA ANA…
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Fadhli, Nur

Background: Hospitalization is a process that requires a person, either intentionally or due to an urgent medical condition, to undergo hospital treatment for a certain period of time. Anxiety is confusion or worry about something that happens with an unclear cause and is associated with feelings of uncertainty and helplessness as a result of the assessment of an object. The therapy being able …

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xiii, 271 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1855452025
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OTOMATISASI PLAYER CHARACTER PADA PERMAINAN ULAR DIGITAL DENGAN RINTANGAN ACA…
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Wiotama, Iqbal Fanosa

Player character requires a user to control its movements. The automation of a player character aims to create an agent capable of replacing the user. Deep Q-Learning (DQL) is one of the reinforcement learning algorithms commonly employed for automating player characters. This study implements the automation of a player character while introducing random obstacles into the game environment. The…

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xv, 98 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1849152025
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EFEKTIVITAS PERMAINAN ULAR TANGGA SEBAGAI MEDIA PEMBELAJARAN SEJARAH DI SMK P…
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Novadilla, Elsa Firanty

This study aims to test the effectiveness of the snakes and ladders game media on students' cognitive learning outcomes in history subjects at SMK PGRI Tanjung Raja. Using a quasi-experimental method and a nonequivalent control group design, this study involved 10th grade students divided into an experimental class (learning with the snakes and ladders game) and a control class (conventional le…

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xxi, 278 hlm.; ilus.; tab.; 29 cm.
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Call Number
T1845622025
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PENERAPAN TEKNIK DISTRAKSI BERMAIN PUZZLE: COLOR CLASSFICATION PADA ANAK CHRO…
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Alfattah, Syahrunnisa

Background: Preschool children who are sick and hospitalized will experience anxiety or feelings of worry that cause discomfort. One of the efforts that can be done is puzzle play therapy. Objections: To describe the results of pediactric nursing care for children with chronic kidney disease with anxiety problems due to hospitalization, in accordance with the review of evidence-based learning. …

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xvi, 322 hlm.; ilus.; tab.; 29 cm.
Series Title
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Call Number
T1771692025
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PERENCANAAN DAN PERANCANGAN WAHANA HIBURAN DAN PERMAINAN ANAK DI PALEMBANG
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Amirotuzzulfa, Amirotuzzulfa

The kid's world can't be separated from the world ofplay. Experience ofplays is very influence for the development of kid's personality. Early childhood (0-6 years) is very important for children. Because during this growth period and development of children, from physical aspect, motoric, cognitive, social, spiritual and emotional. Palembang as the city of activily center in the Sumbagsel regi…

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xv, 129 hlm. : ilus. ; tab. ; 29 cm
Series Title
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Call Number
T1378342013
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ANALISIS PENGARUH ROMANCE SYSTEM DALAM ROLE-PLAYING GAME STUDI KASUS BALDUR…
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Salsabila, Envidia Sakha

The romance system is a feature commonly found in RPG games, allowing players to form romantic relationships with in-game characters. However, the extent and nature of the impact of this system on players remain uncertain, as does its value as an addition to RPG games. Therefore, the researcher selected Baldur's Gate 3, a recently released game in 2023 with a romance system, for this study. Thi…

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xiii, 56 hlm.; ilus.; tab.; 29 cm.
Series Title
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Call Number
T1643782024
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DAMPAK PERUBAHAN SOSIAL PERMAINAN TRADISONAL KE PERMAINAN MODERN PADA GENERAS…
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Lani, M.Nurdin Jay

This research examines "The Impact of Social Change from Traditional Games to Modern Games on Generation Z in Babatan Saudagar Village, Pemulutan District". This research uses a descriptive qualitative approach. Data collection techniques include observation, interviews and documentation. This research aims to reveal the impact of social change from traditional games to modern games on generati…

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xvi, 98 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1473962024
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HUBUNGAN PANJANG LENGAN, KEKUATAN OTOT LENGAN DAN KOORDINASI MATA-TANGAN TERH…
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Putri, Desti Riana

The ability to serve over extracurricular participants of SMA N 1 Indralaya Utara was found to be a gap, it was seen when participants did service on there were still those who did not pass the net. This study aims to determine the relationship between arm length, arm muscle strength and eye-hand coordination to the results of the top service of volleyball games in extracurricular participants …

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ISBN/ISSN
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xvi, 81 hlm., ilus., tab.; 29 cm
Series Title
-
Call Number
T1632042024
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PENINGKATAN KEPERCAYAAN DIRI MELALUI LAYANAN BIMBINGAN KELOMPOK DENGAN MEDIA …
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Pratiwi, Pratiwi

This study aims to determine the level of confidence in using group guidance services with post box game media at SMP Negeri 1 Indralaya. This research uses Quasi Experimental Design method with Nonequivalent Control Group Design model. The subjects studied in this study were grade VIII students with a total of 10 experimental group students and 10 control group students who received low to ver…

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xvii, 127 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1455602024
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PENGEMBANGAN PERMAINAN TRADISIONAL HADANG PADA SISWA SEKOLAH DASAR
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Wijaya, Henggi Lesmana

Penelitian ini bertujuan untuk mengembangkan permainan tradisional hadang untuk meningkatkan hasil belajar siswa terutama dalam permainan tradisional hadang. Dalam penelitian ini menggunakan metode R&D menurut Borg n Gall dengan 10 tahapan pengembangan. Teknik pengumpulan data pada penelitian ini menggunakan teknik (Accidentally Sampling) yaitu siapa saja yang bertemu dengan peneliti dan sesuai…

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ISBN/ISSN
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xv, 87 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1455852024
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PENGGUNAAN PENGUKURAN HASIL TES FISIK MENGGUNAKAN APLIKASI CABANG OLAHRAGA FU…
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Salsabilla, Nabila Shafa

The component of the student's physical condition plays a very important role in the game of futsal. This research is a quantitative descriptive study using a survey method through a fitness test instrument that was administered to class VI students at SD Negeri 184 Palembang. This research aims to determine the average per category for measuring the physical condition of futsal students using …

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xvi, 88 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1396822023
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PENGARUH PERMAINAN TARGET TERHADAP KETEPATAN SERVIS BACKHAND SISWA KELAS IX B…
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Irfandi, Irfandi

Penelitian pengaruh permainan target terhadap ketepatan servis backhand bulutangkis pada siswa kelas IX di MTS Nurul Hilal Senuro mengeksplorasi dampak latihan target terhadap keterampilan servis backhand dalam olahraga bulutangkis. Konsep penelitian ini melibatkan penggunaan teknik pelatihan yang berfokus pada membidik target tertentu saat melakukan servis backhand, dengan tujuan untuk meningk…

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xv, 97 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1458852024
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BIMBINGAN KELOMPOK DENGAN TEKNIK PERMAINAN UNTUK MENINGKATKAN KONSENTRASI BEL…
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Acehlina, Renti

This research develops a soccer learning model through perbovol for class VIII students of SMP Srijaya Negara Palembang which aims to determine the validity and practicality of the learning model developed. This research uses Sugiyono's development procedures which include 9 stages, namely potential and problems, collecting data or information, product design, design validation, design revision…

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xv, 76 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1376572024
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EFEKTIVITAS APLIKASI MOBILE LEARNING MATERI PERMAINAN BULUTANGKIS PADA MAN 1 …
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Idaman, Suryo

Physical education is very important for children which can help improve the physical fitness of the child's body. The period of online to offline transission causes a lack of effectiveness in using smartphones so that students do not understand the material in badminton. Limited learning media at MAN 1 Ogan Ilir school. The aim of this research is to determine the effectiveness of implementing…

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xv, 61 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1455072024
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Segudang Game Edukatif Mengajar: Macam-Macam Game untuk Mengajar
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Ayu, ShintaSheila, Veny

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ISBN/ISSN
978-602-7695-92-4
Collation
207 hlm. : ilus. ; 21 cm
Series Title
-
Call Number
790.1 Ayu s

Edition
-
ISBN/ISSN
978-602-7695-92-4
Collation
207 hlm. : ilus. ; 21 cm
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-
Call Number
790.1 Ayu s
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PENGARUH PERMAINAN TRADISIONAL YEYE (LOMPAT KARET) TERHADAP KECERDASAN KINEST…
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Kholisa, Nur

This research aims to determine the effect of the traditional game yeye (rubber jump) on the kinesthetic intelligence of children aged 5-6 years. The research method used in this research is a quantitative experiment using a Pre-Experimental research type with a one-shot case study design. The data collection technique used is observation using a checklist sheet. This research was conducted on …

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ISBN/ISSN
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xv, 74 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1459892024
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