Open Journal System (OJS) Universitas Bengkulu

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    Pengembangan Media Pembelajaran Digital Berbasis STEM pada Materi Wujud Zat dan Perubahannya Untuk Meningkatkan Pemahaman Sains Siswa Kelas IV SD

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    The purpose of this study was to develop STEM-based digital learning media on the material of the form of substances and their changes to improve science understanding. The type of research used is Research and Development (R&D) research using the ADDIE model. The type of data used is quantitative and qualitative data, namely quantitative data is using a questionnaire assessment score given by the validator while qualitative data is comments and suggestions from the validator. Based on the results of the study, it is obtained that the characteristics of learning media contain elements of science in the material, technology in the use of media, engineering in group assignments and mathematics in the evaluation. The feasibility of learning media based on material expert validation obtained a score of 0.83, language validation of 0.83 and design validation of 0.67. User response to students obtained a percentage of 93%. The pretest results obtained a score of 45.25, while the posttest results obtained a score of 87.5. The results of the N-Gain test based on science understanding in the aspect of cognitive level facts C1 by 64% and C2 by 88%, while in the aspect of cognitive level concepts C3 obtained a percentage of 83%. Based on this, the use of STEM-based digital learning media on the material of the form of substances and their changes can improve scientific understanding has increased significantly.Tujuan penelitian ini adalah untuk mengembangkan media pembelajaran digital berbasis STEM pada materi wujud zat dan perubahannya untuk meningkatkan pemahaman sains. Jenis penelitian yang digunakan adalah penelitian Research and Development (R&D) yang menggunakan model ADDIE. Jenis data yang digunakan adalah data kuantitatif dan kualitatif yaitu data kuantitatif merupakan menggunakan angket skor penilaian yang diberikan oleh validator sedangkan data kualitatif merupakan komentar dan saran dari validator. Berdasarkan hasil penelitian diperoleh bahwa karakteristik media pembelajaran memuat unsur science pada materi, technology pada penggunaan media, engineering pada tugas kelompok dan mathematics pada evaluasi. Kelayakan media pembelajaran berdasarkan validasi ahli materi diperoleh skor 0,83, validasi bahasa sebesar 0,83 dan validasi desain sebesar 0,67. Respon pengguna terhadap siswa diperoleh persentase sebesar 93%. Hasil pretest diperoleh skor sebesar 45,25, sementara hasil posttest diperoleh skor sebesar 87,5. Hasil uji N-Gain berdasarkan pemahaman sains pada aspek fakta level kognitif C1 sebesar 64% dan C2 sebesar 88%, sedangkan pada aspek konsep level kognitif C3 diperoleh persentase sebesar 83%. Berdasarkan hal tersebut penggunaan media pembelajaran digital berbasis STEM pada materi wujud zat dan perubahannya dapat meningkatkan pemahaman sains mengalami peningkatan yang signifikan

    Development of Digital Comic Media Based on Problem Based Learning to Improve Cognitive Values ​​and Describe the Responsibility Profile of Class V Elementary Madrasah Students

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    This study aimed to describe the characteristics of PBL-based digital comic media, evaluate its feasibility, assess user responses, analyze students' cognitive improvement, and examine responsibility character profiles. The subjects included 24 fifth-grade students and one educator at MIM 10 Karang Anyar, Rejang Lebong. The research utilized the ADDIE model in its Research and Development (R&D) approach, encompassing Analysis, Design, Development, Implementation, and Evaluation stages. Data collection methods comprised document analysis, interviews, questionnaires, observations, and tests (pretest and posttest). Findings indicated that the media was appropriate in content, language, and design. Empirical tests showed valid, reliable, and well-differentiated questions. User responses were highly positive, with 100% teacher and 87% student satisfaction. Learning outcomes improved significantly, with a pretest score of 48.66 and posttest score of 86.72, yielding an N-Gain of 0.72 (high category). The study concluded that PBL-based digital comic media effectively enhances students' cognitive skills.Tujuan penelitian adalah untuk mendeskripsikan karakteristik media komik digital berbasis PBL, kelayakan media yang dikembangkan, respon pengguna terhadap media, menganalisis peningkatan hasil belajar kognitif siswa setelah menggunakan media, serta mendeskripsikan profil sikap tanggung jawab siswa. Subjek penelitian ini adalah siswa kelas V MIM 10 Karang Anyar Rejang Lebong sebanyak 24 siswa dan seorang pendidik, metode penelitian yang digunakan yaitu Research and Development dengan mengacu pada model penelitian ADDIE. Teknik pengumpulan data dilaksanakan melalui analisis dokumentasi, wawancara, penyebaran angket, observasi, dan tes (pretest dan posttest). Hasil penelitian produknya dinyatakan layak digunakan secara materi, bahasa, dan desain dan berdasarkan hasil uji empiris instrumen soal sudah valid, reliabel, sukar , dan memiliki daya beda. Respon pengguna masuk ke kategori sangat baik yaitu guru dengan persentase 100%  dan  siswa 87 %. Hasil belajar kognitif ditunjukkan melalui rata-rata nilai pretest 48,66 dan rata-rata nilai posttest yaitu 86,72 sedangkan hasil N-Gain 0,72 termasuk kategori tinggi. Hal ini menunjukkan bahwa terdapat peningkatan hasil belajar sebesar 38,06% dan termasuk dalam kategori efektif. Berdasarkan hasil penelitian, dapat disimpulkan bahwa pengembangan media komik digital berbasis PBL efektif dalam meningkatkan nilai kognitif sisw

    Pengembangan Bahan Ajar Komik Cerita Rakyat Berbasis Problem Based Learning Menggunakan Aplikasi Adobe Illustrator untuk Meningkatkan Hasil Belajar Kognitif pada Pembelajaran Bahasa Indonesia Kelas 2 SD

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    This study aims to develop folktale comic teaching materials based on Problem-Based Learning (PBL) using Adobe Illustrator to enhance cognitive learning outcomes in Indonesian language learning for 2nd-grade elementary school students. The research method used is Research and Development (R&D) with the ADDIE model. The research subjects consist of teachers and students of Grade 2 at SDN Transpangkalan. Data collection was conducted through needs analysis, observation, interviews, and cognitive learning outcome tests, with data analysis performed qualitatively and quantitatively. The research results show that the development of teaching materials was systematically carried out based on curriculum analysis and student needs. Validation results indicated an increase in feasibility: the content aspect improved from 0.50 (moderate) to 0.90 (highly valid), the language aspect from 0.57 (moderate) to 1.00 (highly valid), and the design aspect from 0.50 (moderate) to 0.87 (highly valid). Teacher and student responses also indicated that the teaching material is engaging and suitable for use in learning. The effectiveness of this teaching material was proven by an N-Gain increase in the experimental class of 0.47 (moderate category) compared to the control class, which only increased by 0.22 (low category). The Independent t-Test showed a significance value of 0.000 (p < 0.05), indicating a significant difference in student learning outcomes. Thus, the folktale comic-based PBL teaching material positively contributes to improving students' cognitive learning outcomes in 2nd-grade elementary school Indonesian language learning.This study aims to develop folktale comic teaching materials based on Problem-Based Learning (PBL) using Adobe Illustrator to enhance cognitive learning outcomes in Indonesian language learning for 2nd-grade elementary school students. The research method used is Research and Development (R&D) with the ADDIE model. The research subjects consist of teachers and students of Grade 2 at SDN Transpangkalan. Data collection was conducted through needs analysis, observation, interviews, and cognitive learning outcome tests, with data analysis performed qualitatively and quantitatively. The research results show that the development of teaching materials was systematically carried out based on curriculum analysis and student needs. Validation results indicated an increase in feasibility: the content aspect improved from 0.50 (moderate) to 0.90 (highly valid), the language aspect from 0.57 (moderate) to 1.00 (highly valid), and the design aspect from 0.50 (moderate) to 0.87 (highly valid). Teacher and student responses also indicated that the teaching material is engaging and suitable for use in learning. The effectiveness of this teaching material was proven by an N-Gain increase in the experimental class of 0.47 (moderate category) compared to the control class, which only increased by 0.22 (low category). The Independent t-Test showed a significance value of 0.000 (p < 0.05), indicating a significant difference in student learning outcomes. Thus, the folktale comic-based PBL teaching material positively contributes to improving students' cognitive learning outcomes in 2nd-grade elementary school Indonesian language learning

    Forecasting Indonesia's Non-Oil and Gas Exports Using the Exchange Rate as an Exogenous Variable with the ARIMAX Model: Peramalan Ekspor Nonmigas Indonesia Menggunakan Variabel Eksogen Nilai Kurs Dengan Model Arimax

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    This study aims to develop an ARIMAX model for forecasting Indonesia’s non-oil and gas export values for the period of March to June 2025. The variables used include Indonesia’s non-oil and gas exports (Z) and the exchange rate (X), obtained from the Ministry of Trade and Bank Indonesia. The export data is monthly time series data characterized by autocorrelation. The forecasting method employed is the Autoregressive Integrated Moving Average with Exogenous Variables (ARIMAX), which extends the ARIMA model by incorporating external predictor variables. The results show that the ARIMAX(0,1,1) model is the most suitable for forecasting, yielding a Mean Absolute Percentage Error (MAPE) of 5.01%. Using the Maximum Likelihood Estimation (MLE) method, the derived model is Ẑₜ = Zₜ₋₁ - 0.4153εₜ₋₁ - 0.00000608Xₜ. The forecast indicates that Indonesia’s non-oil and gas exports will reach USD 23,692.17 million in June, with the lowest projected value in April at USD 23,003.46 million

    Pengaruh Penggunaan Aplikasi Quora Sebagai Media Digital dalam Pengembangan Literasi Baca Tulis Bagi Generasi Z

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    ABSTRACT The impact of the issue of the industry 4.0 phenomenon with the emergence of digital media and technological developments is the Quora application which can be used to develop literacy which emphasizes experience of various subjects based on data, facts and practical knowledge. This research was conducted to find out how the use of the Quora application as digital media influences the development of reading and writing literacy for generation z. This research uses the technology acceptance model theory put forward by Davis and the theory of the national literacy movement put forward by the Ministry of Education and Culture. This research uses a positivism paradigm and a quantitative approach by conducting observations, distributing questionnaires and documentation. The sample used in this research was 100 respondents who were Generation Z users of the Quora application using a purposive sampling technique, namely where the researcher chose the sample based on research knowledge about the sample to be selected. Data was obtained through distributing questionnaires to respondents. Data validity testing was carried out by conducting validity and reliability tests on 30 statement items with valid and reliable results. Meanwhile, power analysis techniques are carried out using normality tests, linearity tests, correlation tests and hypothesis tests. This research uses a simple linear regression analysis technique to test the research hypothesis by conducting a coefficient of determination test and a t test. The results of the R square calculation are 0.529, which shows that there is a correlation between the use of the Quora application as digital media and the development of reading and writing literacy for generation Z, which is 0.471, influenced by other variables outside the research. The research results show that there is a good influence of using the Quora application as digital media in developing reading and writing literacy for generation Z.ABSTRAK Dampak adanya isu fenomena industri 4.0 dengan munculnya media digital dengan perkembangan teknologi adalah aplikasi quora yang dapat dimanfaatkan untuk pengembangan literasi yang menekankan pengelaman berbagai subjek dengan berbasis data, fakta dan pengetahuan praktis. Penelitian ini dilakukan untuk mengetahui bagaimana pengaruh penggunaan aplikasi quora sebagai media digital dalam pengembangan literasi baca tulis bagi generasi z. Penelitian ini menggunakan teori technology acceptance model yang dikemukakan oleh Davis dan teori gerakan literasi nasional yang dikemukakan oleh kemendikbud. Penelitian ini menggunakan paradigma positivismen dan pendekatan kuantitatif dengan melakukan observasi, penyebaran kuesioner, dan dokumentasi. Sampel yang digunakan pada penelitian ini sebanyak 100 responden yang merupakaan generasi z pengguna aplikasi quora dengan teknik purposive sampling yaitu di mana peneliti memilih sampel berdasarkan pengetahuan penelitian tentang sampel yang akan dipilih. Data diperoleh melalui penyebaran kuesioner kepada responden. Uji keabsahan data dilakukan dengan melakukan uji validitas dan uji reliabilitas terhadap 30 butir pernyataan dengan hasil valid dan reliabel. Sedangkan teknik analisis daya yang dilakukan dengan menggunakan uji normalitas, uji linearitas, uji korelasi, dan uji hipotesis. Penelitian ini menggunakan teknik analisis uji regresi linear sederhana untuk menguji hipotesis penelitian dengan melakukan uji koefisien determinasi, dan uji t. Hasil perhitungan R square 0,529 yang menunjukkan bahwa terdapat pengaruh yang berhubungan antara penggunaan aplikasi quora sebagai media digital dan pengembangan literasi baca tulis bagi generasi z sebesar 0,471 dipengaruhi oleh variabel lain diluar penelitian. Hasil penelitian menunjukkan bahwa terdapat pengaruh penggunaan aplikasi quora sebagai media digital dalam pengembangan literasi baca tulis bagi generasi z adalah baik

    KOMPARASI SARANA. PRASARANA, TATA RUANG DAN AKSESIBILITAS DINAS PERPUSTAKAAN DAN KEARSIPAN DAERAH JAWA BARAT DAN DINAS ARSIP PERPUSTAKAAN KOTA BANDUNG

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    Research regarding comparisons of facilities, infrastructure, spatial planning and accessibility is also important as evaluation and reference material for improving library services in the future. Library facilities and infrastructure are the main aspects that determine the comfort and completeness of the services that can be provided to visitors. First, there are significant differences between the facilities and infrastructure available in the two library objects. The Bandung City Library has more facilities such as multimedia rooms and meeting halls, while the West Java Library focuses more on book collections and reading rooms. This difference certainly affects the activities that can be carried out in the library. Second, in terms of spatial layout, the two library objects have different designs. The Bandung City Library has a modern and open design with lots of windows and natural lighting, while the West Java Library still has traditional elements with the use of thick walls and artificial lighting. This also affects visitor comfort and the learning atmosphere in the library. Third, accessibility is also an important factor in choosing a library. The Bandung City Library is more easily accessible because it is located in the city center and can be reached by public transportation, while the West Java Library is located in a suburban area. This can influence the number of visitors and community participation in library activities. The method used in this research is a qualitative method. The qualitative research method is a research method used to examine the natural state of objects, where the researcher is the main tool, data collection techniques are carried out through cross-examination, data analysis is inductive and the results of qualitative research emphasize significance rather than generalization.Penelitian mengenai komparasi sarana, prasarana, tata ruang, dan aksesibilitas ini juga penting dilakukan sebagai bahan evaluasi dan acuan untuk perbaikan layanan perpustakaan di masa mendatang. Sarana dan prasarana perpustakaan menjadi aspek utama yang menentukan kenyamanan dan kelengkapan layanan yang dapat diberikan kepada pengunjung. Pertama, terdapat perbedaan signifikan antara sarana dan prasarana yang tersedia di kedua objek perpustakaan. Perpustakaan Kota Bandung memiliki lebih banyak fasilitas seperti ruangan multimedia dan aula pertemuan, sedangkan Perpustakaan Jawa Barat lebih fokus pada koleksi buku dan ruangan baca. Perbedaan ini tentunya mempengaruhi kegiatan yang dapat dilakukan di perpustakaan tersebut. Kedua, dari segi tata ruang, kedua objek perpustakaan memiliki desain yang berbeda. Perpustakaan Kota Bandung memiliki desain modern dan terbuka dengan banyak jendela dan pencahayaan alami, sedangkan Perpustakaan Jawa Barat masih memiliki unsur tradisional dengan penggunaan dinding tebal dan pencahayaan buatan. Hal ini juga mempengaruhi kenyamanan pengunjung dan suasana belajar di perpustakaan. Ketiga, aksesibilitas juga menjadi faktor penting dalam memilih perpustakaan. Perpustakaan Kota Bandung lebih mudah diakses karena terletak di pusat kota dan dapat dijangkau dengan transportasi umum, sedangkan Perpustakaan Jawa Barat terletak di daerah pinggiran, Ini dapat mempengaruhi jumlah pengunjung dan partisipasi masyarakat dalam kegiatan perpustakaan Metode yang digunakan dalam penelitian ini adalah metode kualitatif. Metode penelitian kualitatif adalah metode penelitian yang digunakan untuk meneliti keadaan alamiah objek, dimana peneliti sebagai alat utamanya, teknik pengumpulan data dilakukan melalui pemeriksaan silang, analisis data bersifat induktif dan hasil penelitian kualitatif menekankan signifikansi daripada generalisasi

    PELATIHAN PEMBUATAN LOGO USAHA KELOMPOK UMKM KELURAHAN SAWAH LEBAR KOTA BENGKULU MENGGUNAKAN CANVA

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    Kegiatan Pengabdian kepada Masyarakat ini dilaksanakan dengan tujuan untuk meningkatkan kemampuan dan pemahaman para pelaku UMKM di Kelurahan Sawah Lebar, Kota Bengkulu dalam menciptakan identitas visual usaha melalui desain logo yang menarik dan profesional. Dalam era digital saat ini, keberadaan logo yang representatif menjadi elemen penting dalam pemasaran dan branding usaha. Pelatihan ini difokuskan pada penggunaan platform desain grafis berbasis online yaitu Canva, yang mudah diakses dan ramah bagi pengguna tanpa latar belakang desain grafis. Kegiatan ini dilaksanakan secara tatap muka dengan metode pemaparan materi, demonstrasi langsung, serta praktik pembuatan logo oleh peserta. Peserta yang terdiri dari anggota kelompok UMKM dilatih untuk memahami prinsip dasar desain logo, memilih elemen visual yang sesuai dengan karakter usaha, serta mengaplikasikannya secara langsung di Canva. Di akhir kegiatan, masing-masing peserta berhasil membuat logo untuk usaha mereka sendiri yang dapat langsung digunakan untuk kebutuhan promosi, kemasan produk, maupun media sosial. Dampak kegiatan ini terlihat dari meningkatnya antusiasme peserta dalam memanfaatkan teknologi digital untuk pengembangan usaha mereka, serta tumbuhnya kesadaran pentingnya identitas visual dalam dunia bisnis. Kegiatan ini diharapkan menjadi awal dari transformasi digital UMKM di wilayah tersebut

    Analisis Pendapatan Usahatani Tanaman Bunga Peacock (Symphyotrichum pilosum): Studi Kasus di Desa Girijaya, Kecamatan Cidahu, Kabupaten Sukabumi

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    This study analyzes the income of Peacock flower (Symphyotrichum pilosum) farming through a case study of farmers in Girijaya Village, Cidahu District, Sukabumi Regency, West Java. The agricultural sector, especially floriculture agribusiness, plays an important role in supporting the national economy and alleviating poverty in rural areas. The Peacock flower was chosen as the research object due to its high market demand and promising profit potential. This study aims to determine the farming costs, revenue, income, and financial feasibility of Peacock flower farming using indicators such as R/C Ratio, B/C Ratio, Break Even Point (BEP), and Payback Period (PP). The research method involved a survey of Peacock flower farmers in Girijaya Village, collecting both primary and secondary data. The results show that Peacock flower farming in Girijaya Village has an efficient cost structure and is capable of generating considerable income. The obtained R/C Ratio and B/C Ratio values are greater than one, indicating that this business is feasible to run. Furthermore, the break-even point can be reached in a relatively short time, minimizing the risk of loss. This study is expected to serve as a reference for farmers, government, and academics in developing sustainable floriculture enterprises in rural areas.Penelitian ini membahas analisis pendapatan usahatani bunga Peacock (Symphyotrichum pilosum) melalui studi kasus pada petani di Desa Girijaya, Kecamatan Cidahu, Kabupaten Sukabumi, Jawa Barat. Sektor pertanian, khususnya agribisnis florikultura, memiliki peran penting dalam mendukung perekonomian nasional dan pengentasan kemiskinan di pedesaan. Bunga Peacock dipilih sebagai objek penelitian karena permintaan pasar yang tinggi dan potensi keuntungan yang menjanjikan. Penelitian ini bertujuan untuk mengetahui besaran biaya usahatani, penerimaan, pendapatan, serta kelayakan finansial usahatani bunga Peacock dengan indikator R/C Ratio, B/C Ratio, Break Even Point (BEP), dan Payback Period (PP). Metode penelitian menggunakan survei terhadap petani Peacock di Desa Girijaya dengan pengumpulan data primer dan sekunder. Hasil penelitian menunjukkan bahwa usahatani bunga Peacock di Desa Girijaya memiliki struktur biaya yang efisien dan mampu menghasilkan pendapatan yang cukup tinggi. Nilai R/C Ratio dan B/C Ratio yang diperoleh lebih dari satu, menandakan usaha ini layak untuk dijalankan. Selain itu, titik impas dapat dicapai dalam waktu relatif singkat, sehingga risiko kerugian dapat diminimalisir. Penelitian ini diharapkan dapat menjadi referensi bagi petani, pemerintah, dan akademisi dalam pengembangan usaha florikultura yang berkelanjutan di wilayah pedesaan

    Literature Review : Relationship Between Mental Toughness And Athlete Performance In Basketball Matches

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    The purpose of this study is to examine the relationship between mental toughness and basketball athlete performance by analyzing scientific journals published between 2020 and 2025. Athlete performance is determined not only by physical and technical abilities, but also by psychological factors, where mental toughness plays a crucial role in dealing with competitive pressure. Therefore, this study is highly relevant to understanding more deeply how these psychological attributes influence athlete performance on the court. The method used in this study was a systematic literature review of various relevant scientific journals from 2020-2025. The results of the analysis of various studies indicate that mental toughness has a significant positive relationship with improved athlete performance in basketball matches. This relationship has been shown to influence various aspects of performance, including technical abilities such as shooting accuracy and decision-making under pressure, mental aspects such as focus and stress resilience, and social aspects such as leadership and teamwork. This research provides important practical implications for coaches and athletes to develop effective psychological training programs and solid social support, to optimize athlete potential holistically

    Pengaruh Latihan Squat Jump dan Bodyweight Squat Terhadap Kekuatan Otot Tungkai Pada Atlet Wushu Taolu di Kabupaten Kudus

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    This study aims to determine the effect of squat jump and bodyweight squat training on leg muscle strength of Kudus Regency Wushu athletes. Quantitative data from a quasi-experimental design are used in this study. The sample for this study included 16 individuals between the ages of 15 and 20 who were male and female Wushu Taolu practitioners in the Kudus Regency. The research instrument used pretest-posttest data collection with the vertical jump test. Normality tests, homogeneity tests, and t-test hypothesis tests are all included in data analysis procedures. The comes about appeared that there was a noteworthy impact of squat hop and bodyweight squat preparing on leg muscle quality of Kudus Regency Wushu Taolu athletes. The percentage increase in squat jump training is 15.31%, while bodyweight squat training has a percentage increase of 14.69%. This shows that squat jump training and bodyweight training both have a significant effect on increasing leg muscle strength.Penelitian ini bertujuan untuk menentukan pengaruh latihan squat jump dan squat dengan beban tubuh terhadap kekuatan otot tungkai atlet Wushu Kabupaten Kudus. Data kuantitatif dari desain quasi-eksperimental digunakan dalam penelitian ini. Sampel penelitian ini terdiri dari 16 individu berusia antara 15 dan 20 tahun, yang terdiri dari atlet Wushu Taolu pria dan wanita di Kabupaten Kudus. Alat penelitian menggunakan pengumpulan data pretest-posttest dengan tes lompatan vertikal. Uji normalitas, uji homogenitas, dan uji hipotesis t termasuk dalam prosedur analisis data. Hasil penelitian menunjukkan bahwa terdapat dampak yang signifikan dari latihan squat hop dan squat berat badan terhadap kualitas otot kaki atlet Wushu Taolu di Kabupaten Kudus. Persentase peningkatan dari latihan squat jump adalah 15,31%, sedangkan latihan squat berat badan memiliki persentase peningkatan sebesar 14,69%. Hal ini menunjukkan bahwa latihan squat jump dan latihan squat berat badan keduanya memiliki efek yang signifikan dalam meningkatkan kekuatan otot kaki

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