COMPETITOR: Jurnal Pendidikan Kepelatihan Olahraga
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The Influence of the Sport Education (SE) Learning Model And The Student Team Achievement Division (STAD) Learning Model On Student Motivation In Badminton
This research aims to determine the influence of the Sport Education (SE) learning model and the Student Team Achievement Division (STAD) learning model on student motivation in badminton. This research uses an experimental method using a quantitative approach because there is a very rational treatment of the samples in the research and uses statistical calculations in the process of collecting the data obtained by the researcher. This research uses a two-group pretest-posttest design. This instrument uses the Learning Self-Regulation Questionnaire (SRQ-L). This research used a two-group pretest-posttest design. The population used a limited population of 287 PJK STKIP NU Indramayu students and the sample used random sampling of 114 PJKR STKIP NU Indramayu students Hypothesis testing used a parallel samples test and an independent samples test. The results of the hypothesis test state that 1) there is an influence between the initial test and the final test of the SE learning model, the T value is 5.14 and the Sig value is 0.00 with α = 0.05, which means 0.00 < 0.05, so the data is declared significant, which means there is a difference in influence. results of the initial test and final test of PJKR STKIP NU Indramayu students 2) there is an influence of the STAD learning model from the initial test and final test of the STAD learning model, the T value is 2.14 and the Sig value is 0.04 with α = 0.05 which means 0.04 < 0.05, then the data is declared significant, which means that there is a difference in the influence on the learning outcomes of PJKR STKIP NU Indramayu semester students. 3) there is a difference in the influence of the SE and STAD models from the Tcount value of 2.05 and the Sig value of 0.04 with α = 0.05 which means 0.04 < 0.05, then the data is declared significant, which means there is a difference in the influence of learning outcomes using the SE learning model and learning outcomes using the STAD learning model for PJK STKIP NU Indramayu students
The Effect of Brain Exercise on Improving the Coordination Ability of Mild Graphic Improvement
Penelitian pra-eksperimen dilakukan dalam kerangka purposive sampling pada November hingga Desember 2023 dengan memanfaatkan data primer disabilitas intelektual ringan di Kampus B Universitas Negeri Jakarta. Hubungan antar variabel dianalisis menggunakan uji t dependen.Berdasarkan temuan penelitian yang disajikan dalam Bab 4, dapat disimpulkan bahwa latihan senam otak memiliki pengaruh yang signifikan terhadap peningkatan koordinasi tangan-mata pada individu dengan cacat intelektual ringan. Kesimpulan ini berasal dari hasil penelitian tersebut di atas, dimana t-value yang dihitung adalah 10,46, melampaui t-value kritis sebesar 2,131. Akibatnya, perbedaan yang diamati signifikan secara statistik
Traditional Dragon Snake Sports Game to Form Character Profile of Pancasila Students at Elementary School
This research aims to look at the character profile of Pancasila students in the traditional dragon snake game. The Pancasila student profile implemented in several schools needs to be more optimal for the learning environment for students. As in the growth of children's character, habituation, and obedience in character education has yet to be carried out optimally in learning. Of the six dimensions, namely Faith, Devotion to God Almighty, Noble Character, Global Diversity, Mutual Cooperation, Independence, Critical Reasoning, and Creativity, which must be possessed by competent students, have character, and behave according to the basic values of Pancasila. Therefore, to develop the student profile of Pancasila among students, they should play very fun games, namely traditional games, one of which is dragon snake, because dragons can develop the character of a Pancasila student profile. Therefore, this research uses a qualitative design with a case study method to find out how much of the principles of the Pancasila student profile exist in the traditional dragon game by collecting data using observation, FGD, interviews, and documentation. Participants in this study were 111 students and 1 sports teacher. So the results of playing the traditional snake and dragon game are that students can have the character of a Pancasila student profile with the dimensions of religious morals, personal morals, recognizing and appreciating culture, collaboration, caring, self-regulation, obtaining and processing information and ideas, reflecting on thoughts and thinking processes and generating ideas original
Development of JONES Game Modifications to Improve the Physical Fitness of Class V Elementary School Students
This research in modifying the JONES game aims to 1) improve the physical fitness of class V students, 2) determine the effectiveness of modifications to the JONES game, and 3) improve physical fitness in class V elementary schools. This research uses descriptive analysis techniques in managing data, and data collection in the research uses student response anchors and validation sheets. The modification of the JONES game results in the effectiveness of the JONES game modification is based on: 1) the results of material expert validation tests with good criteria, 2) the results of media expert validation tests with good criteria, 3) the results of product trials and use trials with good criteria, 4) questionnaire results Student responses have good criteria
The Effect of Half Squat Jump and Hurdle Jump Training on Short Distance Running of 60 Meters in Class IX Students of SMP Negeri 11 Makassar
This study aims to test the effect of half squat jump and hard jump training on short-distance running of 60 meters. The method used in this research is experimental research. This research was conducted at SMP Negeri 11 Makassar with participants in this research being students who were willing to follow all research procedures. The sample in this research was 20 students. The instrument used in this research was a 60-meter short-distance running test. Based on the results of data analysis, it can be concluded that the half squat jump training and hurdle jump training on the ability to run a short distance of 60 meters in class IX students of SMP Negeri 11 Makassar, obtained the average value of the half squat jump training group, namely 9.716, which is smaller than the average value of the half squat jump training group. The average for the hurdle jump training group was 9.082 with a value of t-count = 2.244 > t-table = 2.101 or significant 0.038 < 0.05. The results of this study show that hardle jump training is better than half squat jump training for short-distance running of 60 meters in class IX students of SMP Negeri 11 Makassar
Cognitive Assessment of PJOK Subjects Using Paper Mode In The Quizizz Application
The process of assessing student learning is an important part of efforts to collect information about learning outcomes. The use of technology (computers) makes this process more efficient. Paper Mode Quizizz is a platform that attracts students' interest and increases student focus. The purpose of this research is to be able to arouse interest and increase students' concentration. This study used a qualitative descriptive method to describe the interest and concentration conditions of the sixth-grade students at SDN Bangkir. This study used various tools to collect data, including (1) observation sheets, (2) student questionnaires; and (3) interview guidelines to support the results of the student response questionnaire. The results showed that the Paper Mode Quizizz application could increase student interest by 87.6% and student concentration by 87.2% by working on assessment questions to achieve optimal results
The Influence of Physical Condition, Skill, and Mental Factors on The ability to Play Football
This study aims to determine the contribution of physical condition, skills and mental factors to the ability to play football by players of the Mitra Surabaya Football School in the age category of 15 years in the 2024 period. In this study, quantitative descriptive is used with a correlational approach. Data collection was carried out based on all variables, including 1) physical condition (strength, movement speed, explosiveness, agility and endurance), 2) skill (passing & stopping), 3) mental (pre-match preparation mental assessment questionnaire), and 4) game performance assessment instrument (GPAI). Using descriptive statistical techniques, linearity tests, and multiple regression analysis. Based on the results of the data that have been obtained and processed through statistical procedures, the results are explained that simultaneously the factors of physical condition, skill, and mental have a significant effect on the ability to play football with a significant value of 0.017 to a value of 31.9%. Meanwhile, partially, the physical condition factor had an effect with a significance value of 0.030 with a magnitude of 0.383, the skill factor had a significant effect with a value of 0.041 at a magnitude of -0.355 which meant an inverse relationship, and the mental factor did not have a significant influence with a value of 0.164 at a magnitude of -0.236. It can be concluded that simultaneously all factors affect the ability to play, and mentally becomes a support when the capacity, physical condition and skill of the player are qualified considering that all factors affect simultaneously
Improving Bottom Service Learning Outcomes Through The Ball Throwing Approach To Students Of State Middle School 37 Makassar
The purpose of the study was to determine the improvement of learning outcomes of lower serves of bolavoli games through the approach of playing throwing balls to students of SMP Negeri 37 Makassar. This research is a class action research using several cycles (pre-cycle, cycle I and cycle II) and begins with a pre-cycle, to see an increase in student learning outcomes after being given a ball throwing game. The results showed that in the pre-cycle activities, the number of students who completed learning was 1 student or all students were not complete as many as 21 students or 5% of students were complete and 95% of students were not complete with an average learning outcome of 44.45. Cycle I the number of students who completed learning was 4 students and 18 students were not complete or as many as 18% of students were complete and 82% of students were not complete with an average learning outcome of 64.27, while in cycle II there was a significant increase in student learning completeness to 22 complete students or 100% with an average learning outcome of 87.18. The conclusion of the ball throwing game can improve the learning outcomes of the lower service of bolavoli in students of SMP Negeri 37 Makassar with an average increase in learning outcomes of 42.73
The Relationship Between Self-Confidence and Kayaking Results Extracurriculars at SMPN 1 Ciampel
In research, This researcher has the goal you want to achieve which is To prove the relationship of trust in self with results rowing like an extracurricular at SMPN 1 Ciampel. Study This uses a descriptive quantitative technique with a correlation that is used to test measurement kayaking and measurement levels, such as self-athlete kayaking. On research This population used is participant extracurricular rowing at SMPN 1 Ciampel, totalling 120 students. Population in study This amounts to more than 100, then by the opinion of the sample in study This is 20%-25% or more from a population that is as many as 40 students / I extracurricular rowing at SMPN 1 Ciampel. Instruments used Kayaking Results Instrument and Self-Confidence Instrument. From the results of research that has been done, then can conclude that there is a connection very strong positive between Trust in self with the results of rowing like a student at SMP Negeri 1 Ciampel with a mark coefficient correlation of 0.952, with thereby said that the more high level of trust self For Participate in extracurricular training Paddle then the Kayaking Results will also be the more Good
Survey of Cardiovascular Endurance Levels of Smoker and Non-Smoking Football Athletes (Gawang FCC Tumpang Malang Regency)
This research aims to determine the cardiovascular endurance of smoking and non-smoking football athletes which can be used as information for coaches or athletes in implementing lifestyle and exercise patterns. The research method used is quantitative descriptive without testing a particular hypothesis. The instruments used are tests and measurements using the Bleep Test. The results obtained showed that there were 3 (30%) athletes in the good category, and 7 (70%) athletes in the medium category. The results of cardiovascular tests on non-smoking players at the Gawang FCC Tumpang, Malang Regency, were that there were 3 (30%) athletes in the very good category, 6 (60%) athletes in the good category, and 1 (10%) athlete in the fair category. So it is recommended that trainers to pay more attention to improving cardiovascular endurance when preparing training programs without neglecting technical or tactical training. Meanwhile, football athletes should use these results as a guide and tool to motivate themselves to have better cardiovascular endurance and avoid things that can damage their body's health, especially smoking