Gladi : Jurnal Ilmu Keolahragaan
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LITERATURE REVIEW : ANALYSIS OF PHYSICAL CONDITION REQUIREMENTS IN SEATED VOLLEYBALL GAMES
ABSTRCT
This literature review aims to determine several aspects of the physical condition requirements in sitting volleyball games. The method used is literature observation from three electronic databases including Google Scholar, PubMed, and ScienceDirect. This study is based on an examination of 5 studies published between 2013 and 2023 using the SPIDER or Sample, Phenomenon of Interest, Design, Evaluation, and Research type analysis types. The sample used in the reviewed article is elite seated volleyball athletes in their country. The results of the literature review of the 5 articles used in this literature insight show that aspects of physical condition in the sitting volleyball game are very much needed, especially in the upper body and in the training process you must pay attention to various aspects including gender, identification of injuries and type of classification, namely VS1 ( heavy) and VS2 (light). The conclusion from this literature review is that regularly programmed and organized management of physical condition aspects can improve the ability to play seated volleyball in athletes with disabilities.
Keywords: physical condition and sitting volleybal
The Relationship Of Nutritional Status To Pediatric Learning Achievement In Primary School-Age Children
Nutritional status is a measure of an individual's body condition, which can be observed through the food consumed and the utilization of nutrients. This research aims to determine the correlation between nutritional status and learning achievement in elementary school students in Cirebon Regency. This study employed a correlational research design. Purposive sampling was used to select 30 students aged 9-12 years old as the sample. The instruments used in this study were the CDC growth chart and the student's physical education report card scores for the odd semester of the 2023-2024 academic year. Data analysis was performed using Pearson correlation analysis with the help of SPSS 20 software. The normality test results showed that the data for nutritional status (p-value = 0.100) and physical education learning achievement (p-value = 0.095) were normally distributed. The linearity test showed a p-value of 0.802, indicating a linear relationship between the variables. The Pearson product-moment correlation test yielded a significance value (2-tailed) of 0.474 and a correlation coefficient (r) of 0.361. Since the p-value was greater than 0.05 and the r-value was greater than 0.05, it can be concluded that there is a significant correlation between nutritional status and learning achievement, indicating that nutritional status has a moderate effect on learning achievement
SPORT DEVELOPMENT INDEX (SDI) IN LANGKAT DISTRICT
The objective of this study is to assess the degree of community engagement, physical fitness, and sports advancement in the Langkat District, using the community involvement index and physical fitness index for the year 2020. This study employed a descriptive evaluation strategy, survey research, and quantitative methods. The research sample comprised a total of ninety individuals from Langkat District. Questionnaires and evaluation processes were utilised as data gathering approaches. The precision of the measuring device is one of the factors that make up the Sport Development Index (SDI). The subsequent passage provides a concise overview of the discoveries made in this investigation. (1) The community participation index was computed to be 0.388. (2) The community's physical fitness score of 0.351 suggests that the degree of sports engagement in the community is at a low level. This is evident from the community engagement index, which indicates that the degree of community fitness is insufficient. The community's fitness level is low, as seen by the community physical fitness index. Moreover, the indicator of 0.369 signifies a low level of sports growth in relation to community involvement and physical well-being. Ultimately, the indicators for community involvement, physical well-being, and athletic advancement in Langkat District are all significantly deficient
THE EFFECT OF LEARNING STRATEGIES AND MOTOR EDUCABILITY ON THE OUTCOMES OF LEARNING BASIC MANIPULATIVE MOVEMENT OF ELEMENTARY SCHOOL STUDENTS
This study aims to determine the effect of the difference between using the Teaching Games for Understanding (TGFU) learning strategy and differentiation learning strategies and motor educability on the learning outcomes of manipulative basic movements in students. The subjects in this study were fourth-grade students of the Integrated Islamic Elementary School (SDIT) Global Insan Madani, Jatirangga, Jatisampurna, Bekasi City, West Java. This study used treatment by level 2 x 2. This study was conducted on 65 selected students. The data analysis technique used was the two-way variance analysis technique (Two-Way Anova) and continued with the Tukey test with a significance level of α = 0.05. The results of this study were (1). The learning outcomes of basic manipulative movements using the Teaching Games for Understanding (TGFU) learning strategy (A1) are higher than those using the differentiation learning strategy (A2); (2). There is an interaction between the learning strategy used (A) and motor educability (B) on the learning outcomes of students' basic manipulative movements; (3). The learning outcomes of basic manipulative movements using the Teaching Games for Understanding (TGFU) learning strategy with high motor educability (A1B1) are higher than using the differentiation learning strategy with high motor educability (A2B1) in grade IV students of SDIT Global Insan Madani; (4). The learning outcomes of basic manipulative movements using the Teaching Games for Understanding (TGFU) learning strategy with low motor educability (A1B2) are higher than using the differentiation learning strategy with low motor educability (A2B2) in grade IV students of SDIT Global Insan Madani
THE INFLUENCE OF SPEED ENDURENCE, LEG LENGTH, AND ACHIEVEMENT MOTIVATION ON THE ACHIEVEMENT OF INDONESIAN JUNIOR TAEKWONDO ATHLETES IN 2023
The purpose of this study was to determine and reveal whether or not there is an influence between speed endurance, leg length, and achievement motivation on the achievement of Indonesian taekwondo junior athletes in 2023. This research was carried out using a quantitative approach using the survey method with path analysis techniques. The population in this study were all Indonesian taekwondo junior athletes. By taking the sample using the total sampling technique where the sample used is all of the population, namely all members of Indonesian junior taekwondo athletes because in the research that will be carried out because the population is considered smaller or less than 100. Based on the results of data analysis and hypothesis testing from research data variable speed endurance, leg length, motivation and achievement results of Indonesian taekwondo junior athletes, the following conclusions can be drawn: There is an effect of speed endurance on motivation with a direct influence percentage of 49.3%. There is an effect of leg length on motivation with a direct influence percentage of 39.5%. There is an effect of speed endurance on the achievement results of Indonesian junior taekwondo athletes with a direct influence percentage of 21.3%. There is an effect of leg length on the achievement of Indonesian junior taekwondo athletes with a direct influence percentage of 19.9%. There is a motivational influence on the achievement of Indonesian junior taekwondo athletes with a direct influence percentage of 58%. There is an indirect effect between speed endurance on the achievement results of Indonesian junior taekwondo athletes through motivation with a significance value of 0.468. There is an indirect effect between leg length on the achievement of Indonesian junior taekwondo athletes through motivation with a significance value of 0.428
APPLICATION OF GAME METHODS TO IMPROVE JUNIOR HIGH SCHOOL STUDENTS' FOOTBALL PASSING LEARNING OUTCOMES
This research is in the form of action research to improve passing skills in soccer games among students at St. Cicilia I with a total of 54 students as subjects. This action research uses the Kemmis Taggart model which consists of two cycles. In this action research, playing methods are used to achieve the desired goals. Data was collected through observer observations in the form of passing skill tests, field notes, and documents during the research. The results of the research showed that after taking action using the playing method in cycle I, there were several students who were able to achieve a score exceeding the KKM. For the correctness test of the passing movement (process) in cycle I, only 19 (35%) students were declared complete, and only 19 (35%) students were declared 35 (65%) students did not complete it. Then, for the first cycle passing (product) accuracy test, only 26 (48%) students were declared complete, and 28 (52%) students were declared incomplete. From these results, there has been an increase, but as a group it has not exceeded 75% of the total number of students. Furthermore, in cycle II there was a significant increase. There were 46 (85%) students who were declared complete in the passing movement truth test (process), and 8 (15%) students who were declared incomplete. Then for the second cycle passing (product) accuracy test, 52 (96%) students were declared complete, and 2 (4%) students were declared incomplete. From the results of the second cycle passing skills test, it was declared complete because as a group, the percentage of students who achieved the minimum completeness criteria (KKM) score exceeded 75% of the total students, and it can be concluded that the application of the playing method can improve students' passing skills in soccer games SMP St. Cicilia I
The Influence of Tic Tac Toe Game Model on Learning Outcomes of Basic Locomotor Movements in Primary School Students
Abstrak. Penelitian ini bertujuan untuk mengetahui pengaruh model permainan Tic Tac Toe terhadap hasil belajar gerak dasar lokomotor siswa kelas III SDN Jelambar Baru 03. Penelitian ini menggunakan pendekatan kuantitatif dan metode eksperimen dengan Pre Experimental design, rancangan penelitian ini memanfaatkan One Grup Pretest- Post Tes Design. Sampel sebanyak 30 siswa Kelas III A dengan teknik pengambilan sampel mengunakan purposive sampling . Pada uji validitas dengan menggunakan Korelasi Product Moment dengan 20 butir soal dengan 10 soal valid dan 10 soal drop. Sedangkan pada uji reliabilitas menggunakan rumus Alfa Cronbach sebesar 0,635 disimpulkan bahwa butir soal dinyatakan reliabel. Selanjutnya data normalitas dengan menggunakan rumus Saphiro Wilk diketahui data hasil belajar pretest diperoleh Sig 0,659 > 0,05 dan posttest siswa kelas diperoleh Sig 0,30 > 0,05. Berdasarkan hasil dan data-data penelitian dikatakan berdistribusi normal. Pada uji homogenitas tersebut dapat disimpulkan bahwa nilai signifikansi yang diperoleh sebesai 0,616. Hal ini berarti taraf signifikansi hitung > 0,05. Maka dapat disimpulkan bahwa hasil pretest dan posttest mempunyai tingkat varian yang sama. Pada uji hipotesis digunakan Paired Sampel Test menunjukkan berdasarkan hasil analisis uji t pada data pretest dan posttest hasil belajar siswa kelas III SDN Jelambar Baru 03 diperoleh nilai nilai p (0,000) < dari 0,05 . Simpulan penelitian ini adalah model permainan Tic Tac Toe dapat meningkatkan hasil belajar gerak dasar lokomotor siswa kelas III SDN Jelambar Baru 03.
Kata Kunci : Tic Tac Toe, Gerak Dasar Lokomotor, PJOK, Hasil belajar, Kelas III
Abstract. This study aims to find out the influence of the Tic Tac Toe game model on the learning results of the basic movement of the locomotive students of Class III SDN New Figure 03. This research uses quantitative approaches and experimental methods with Pre Experimental design, this research project utilizes One Group Pretest- Post Test Design. A sample of 30 Class III A students using purposive sampling. In a validity test using a product moment correlation with 20 issues with 10 valid questions and 10 drop questions, while in a reliability test using the Alfa Cronbach formula of 0.635 it was concluded that the issue was declared reliable. Further data normality using the Saphiro Wilk formula known data learning results pretest obtained Sig 0.659 > 0.05 and class posttest students obtaining Sig 0.30 > 0.05. Based on the results and the research data it is said to be distributed normally. In the homogeneity test, it can be concluded that the significance value obtained is 0.616. This means the value of significance count > 0.05. It can then be concluded that the results of the pretest and posttest have the same level of variance. On the hypothesis test used Paired Sample Test showed based on the results of the analysis of the test t on the data pretest and posttest learning results students of class III SDN New Figure 03 obtained a p value value (0,000) < of 0.05. The conclusion of this study is that the model Tic Tac Toe game can improve the learning results of the basic movement of the locomotive students of class III SDN Jelambar Baru 03. Keywords: Tic Tac Toe, Basic Lokomotor Movement, PJOK, Learning Results, Class III
 
INTEGRATED MEASUREMENT SYSTEM FOR ATHLETE HEALTH: HEART RATE, BLOOD OXYGEN, AND BODY TEMPERATURE MONITORING
Athlete health monitoring is critical for optimizing performance and ensuring physical well-being. This study presents an integrated non-invasive system designed to measure key physiological parameters: heart rate, blood oxygen saturation (SPO2), and body temperature. Utilizing infrared LED and photodiode sensors placed on the fingertip, the system detects changes in blood volume, correlating them with heart rate fluctuations. Pulse oximetry, employing red and infrared light wavelengths, accurately measures SPO2 levels by analyzing light absorption through finger tissues. Results from testing show promising accuracy with an average error of 0.89% for SPO2 measurements and 3.095% for heart rate measurements. Body temperature readings exhibit an average error of 0.78%, underscoring the system's reliability in non-invasively monitoring temperature changes. Challenges such as environmental influences and sensor calibration are addressed to ensure consistent and precise measurements. Future enhancements may incorporate advanced signal processing techniques and artificial intelligence to further refine measurement accuracy and reliability. This integrated system holds significant potential for enhancing athlete health management, aiding in early detection of physiological anomalies, and optimizing performance through real-time health monitorin
The Effect Of Hand-Eye Coordination And Confidence On Badminton Smash Shot
This study aims to determine the relationship between hand-eye coordination and confidence in badminton smash shots. The research methods used are an associative quantitative approach, a survey method with test and measurement techniques while the data analysis technique uses a path analysis approach. The study population is beginner athletes at the Gold Badminton Club and Sarwendah Badminton Club. The sampling technique used with total sampling is that the entire population is used as a sample. Based on the results of the data calculation, the value of Fcal = 4.612 was obtained and it was known that the significance value (Sig.) in the F test was 0.041. Because Sig. 0.041 < 0.05, it can be concluded that hand-eye coordination significantly affects the skill of the badminton game. For the calculation of confidence, the value of Fcal = 8.587 was obtained and it was known that the significance value (Sig.) in the F test was 0.007. Because Sig. 0.007 < 0.05, it can be concluded that Confidence (X2) has an effect on the Badminton Game smash hitting skill (Y) or means significant. So it can be concluded that based on the output table, the value of the coefficient or R square is 0.141. This value means that the influence of hand-eye coordination (X1) on the smash stroke skill of the badminton game (Y) is 14.1%, while the rest is influenced by other factors. Meanwhile, based on the output table, the value of the coefficient or R square is 0.235. This value means that the influence of Confidence (X2) on the smash hitting skill of the badminton game (Y) is 23.5% while the rest is influenced by other factors
SUSTAINABLE ACHIEVEMENT SPORTS DEVELOPMENT PROGRAM IN DKI JAKARTA PROVINCE (Evaluation Study in Swimming)
ABSTRACT
Competitive performance sports require achieving maximum performance for those who pursue it either individually, in groups or as teams. This means that achievement in sports is the final goal that must be achieved in a sports activity. To achieve this, one way that can be done is through coaching efforts through the implementation of programmed training in a systematic, directed and continuous manner. DKI Jakarta Province implements the Sustainable Achievement Sports Development Program which adapts the long-term development model from Balyi. This research aims to evaluate the DKI Jakarta Province Sustainable Sports Achievement Development Program, especially in swimming in 2023. This research uses the CIPP evaluation model from Stufflebeam including Context, Input, Process and Product. This research was carried out from February to August 2024 at the Sustainable Sports Achievement Development Program at the DKI Jakarta Provincial Youth and Sports Service.
Keywords: Evaluation, Context, Input, Process and Product, Sustainable Performance Sports Development Program, Swimmin