Jurnal SPORTIF : Jurnal Penelitian Pembelajaran
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Tingkat pengetahuan dan persepsi guru penjas terhadap metode blended learning
Scientific approach dan jam pelajaran mata pelajaran pendidikan jasmani (penjas) menjadi problematika dalam pembelajaran. Blended learning merupakan metode pembelajaran yang mengkombinasikan pembelajaran online dan tatap muka. Penelitian ini bertujuan untuk mengetahui tingkat pengetahuan dan persepsi guru penjas terhadap metode blended learning. Penelitian deskriptif kuantitatif dengan metode survei digunakan dalam penelitian. Sampel penelitian yaitu Guru penjas Kota Semarang sebanyak 30 orang ditentukan dengan purposive sampling. Kuesioner digunakan dalam pengumpulan data. Teknik analisis data menggunakan percentage correction. Hasil penelitian menunjukkan bahwa 40% Guru penjas memiliki tingkat pengetahuan sangat baik, 50% memiliki tingkat pengetahuan baik dan 10% memiliki tingkat pengetahuan kurang. Persepsi guru penjas terhadap kemudahan penggunaan metode blended learning dalam pembelajaran yaitu 50% menyatakan sangat mudah menggunakan metode blended learning, 43,33% menyatakan mudah dan 6,67% guru menyatakan sulit. Persepsi guru penjas terhadap pemahaman, kreativitas, dan keaktifan siswa terhadap penggunaan metode blended learning dalam pembelajaran yaitu 20% guru menyatakan sangat setuju metode blended learning dapat meningkatkan pemahaman, kreativitas, dan keaktifan siswa dalam pembelajaran, 50% menyatakan setuju dan sebanyak 30% tidak setuju. Kesimpulan dari penelitian ini yatu tingkat pengetahuan Guru penjas terhadap metode blended learning baik. Persepsi guru penjas terhadap blended learning yaitu mudah untuk digunakan, mampu meningkatkan pemahaman, kreativitas, dan keaktifan siswa
Profile of the physical condition of senior Wushu Sanda puslatkot Kediri atlet in provincial sports event (Porprov) East Jawa 2019
Penelitian ini berdasarkan problematika yang ada di Pusat Latihan Kota (Puslatkot) cabang olahraga Wushu tahun 2019 yakni minimnya ketersediaan data tentang kondisi fisik atlet menjadi faktor permasalahan bagi pelatih dalam menyusun program latihan. Penelitian ini bertujuan untuk mengetahui kondisi fisik atlet senior Wushu Sanda yang tergabung dalam Puslatkot Kota Kediri dalam menghadapi Pekan Olahraga Provinsi (Porprov) Jawa Timur tahun 2019. Penelitian yang dilaksanakan ini menggunakan metode deskriptif kuantitatif dengan menggunakan survey dan juga tes dan pengukuran. Instrumen yang digunakan dalam mengambil data merupakan instrumen tes yang sudah tersusun dalam buku panduan tes dan pengukuran dan sesuai dengan kebutuhan kodisi fisik yang digunakan dicabang olahraga Wushu Sanda. Hasil penelitian menunjukkan bahwa atlet dengan kondisi baik sekali sebanyak 15,31 %, pada kategori baik sebanyak 35,71%, kategori cukup sebanyak 22,45%, kategori kurang sebanyak 13,25%, dan pada kategori kurang sekali sebanyak 12,24%. Dari hasil tes yang dilakukan, kondisi fisik atlet Wushu Sanda Kota Kediri dalam kategori baik. Selanjutnya bagi peneliti yang akan mengembangkan penelitian ini bisa mencakup lebih luas lagi, karena penelitian ini hanya terbatas pada atlet di kota kediri saja.This research is based on a problem in the City Training Center (Puslatkot) of the Wushu in 2019, namely the lack of availability of data on the physical condition of athletes is a problem factor for coaches in preparing training programs. This study aims to determine the physical condition of senior Wushu Sanda athletes who are members of the Kediri City Puslatkot in the face of the East Java Provincial Sports Week (Porprov) in 2019. The research carried out uses quantitative descriptive methods using surveys and also tests and measurements. The instrument used in retrieving data is a test instrument that has been arranged in a test and measurement guide book and is in accordance with the requirements of the physical conditions used in the Wushu Sanda branch of sport. The results showed that athletes with excellent condition were 15.31%, in the good category were 35.71%, the enough categories were as much as 12.24%. From the results of tests conducted, the physical condition of the Wanda Sanda athlete in Kediri City is in the good category. Furthermore, researchers who will develop this research can cover more broadly, because this research is only limited to athletes in the city of Kediri
Approach to play as a solution introducing basic techniques sepak takraw
Penelitian ini bertujuan untuk menghasilkan model pengenalan teknik dasar sepak takraw melalui pendekatan bermain untuk anak sekolah dasar kelas atas. Penelitian ini dilakukan dengan mengadaptasi 8 langkah-langkah penelitian Borg & Gall, langkah-langkah tersebut antara lain: (1) pengumpulan informasi lapangan, (2) analisis informasi yang telah dikumpulkan, (3) mengembangkan produk awal, (4) validasi ahli dan revisi, (5) uji coba lapangan skala kecil dan revisi, (6) uji coba lapangan skala besar dan revisi, (7) pembuatan produk final, (8) uji efektivitas produk. Uji coba skala kecil dilakukan terhadap 22 anak sekolah dasar kelas atas (SDN Sukorejo 01). Uji coba skala besar dilakukan terhadap 82 anak sekolah dasar kelas atas (SDN Bendogerit 02, SDN Gedog 02, dan SDN Sentul 01). Instrumen yang digunakan untuk pengumpulan data adalah pedoman pengamatan, wawancara, catatan lapangan, skala nilai, lembar penilaian uji efektivitas, dan penilaian hasil belajar. Hasil penelitian ini berupa model pengenalan teknik dasar sepak takraw melalui pendekatan bermain, yang berisikan 5 model permainan berdasarkan teknik dasar sepak takraw dan disusun dalam bentuk buku panduan permainan. Dari hasil penilaian para ahli materi dan praktisi, dapat ditarik kesimpulan bahwa model pengenalan teknik dasar sepak takraw melalui pendekatan bermain untuk anak sekolah dasar berkategori baik dan efektif, sehingga model permainan layak untuk digunakan.This study aims to produce a model of introduction to the basis of sepak takraw basic techniques through a play approach for elementary school children of upper class. This research was carried out by adapting the 8 steps of the Borg & Gall research, these steps include: (1) gathering field information, (2) analyzing the information that has been collected, (3) developing initial products, (4) expert validation and revisions, (5) small-scale field trials and revisions, (6) large-scale field trials and revisions, (7) manufacturing of final products, (8) product effectiveness tests. A small-scale trial was carried out on 22 upper-grade elementary school children (SDN Sukorejo 01). A large-scale trial was conducted on 82 high school elementary school children (SDN Bendogerit 02, SDN Gedog 02, and SDN Sentul 01). The instruments used for data collection were observation guidelines, interviews, field notes, value scales, effectiveness test assessment sheets, and assessment of learning outcomes. The results of this study are in the form of an introduction to the basic techniques of sepak takraw through a play approach, which contains 5 game models based on the sepak takraw basic techniques and arranged in the form of a game manual. From the results of the assessment of material experts and practitioners, it can be concluded that the introduction of the sepak takraw basic techniques through the play approach for elementary school children is categorized as good and effective, so that the game model is feasible to use
Water activity: recommendations for reducing blood glucose levels
Olahraga merupakan aktivitas fisik yang dapat mengontrol kadar glukosa pada pasien diabetes mellitus. Hanya saja, masyarakat kesulitan dalam menemukan konsep untuk menjalankan aktivitas olahraga yang tepat dan menjadi malas dalam beolahraga. Tujuan penelitian ini adalah untuk mengevaluasi dan mengedukasi masyarakat tentang bentuk aktivitas fisik yang efektif dan tidak membosankan dalam menurunkan kadar glukosa darah. 27 mahasiswa mengikuti penelitian ini dengan rata-rata umur 19 tahun. Sampel terbagi menjadi 3 kelompok yaitu 9 mahasiswa dengan aktivitas permainan air, 9 mahasiswa dengan aktivitas berenang dan 9 mahasiswa dengan aktivitas jogging. Semua peserta melakukan aktivitas selama 30 menit. Pengecekan glukosa darah menggunakan tenaga ahli kesehatan. Alat yag digunakan untuk mengecek kadar glukosa darah menggunakan Accu Check Active. Hasil penelitian menyajikan data rerata penurunan kadar glukosa darah pada aktivitas permainan air adalah 0,6 mmol/dl, aktivitas renang dan jogging turun 0,5 mmol/dl serta nilai ttabel ketiga kelompok lebih besar dari thitung dan signifikan. Berdasarkan hal tersebut, disimpulkan bahwa aktivitas air merupakan bentuk perlakuan fisik yang dapat menurunkan kadar glukosa darah. Penelitian ini terbatas pada 3 jenis aktivitas air. Oleh karena itu, penambahan jenis aktivitas air lainnya dapat dipertimbangkan penggunaannya dalam menurunkan kadar glukosa.Sports is a physical activity that can control glucose levels in patients with diabetes mellitus. Unfortunately, people have difficulty in finding concepts to carry out appropriate sports activities and become lazy in sports. The purpose of this research is to evaluate and educate people about the form of physical activity that is effective and not boring in reducing blood glucose levels. 27 students participated in this study with an average age of 19 years. Samples are divided into 3 groups: 9 students with water play activities, 9 students with swimming activities and 9 students with jogging activities. All participants conducted activities for 30 minutes. Blood glucose screening is used by health professionals. The device is used to check blood glucose levels using ACCU Check Active. The results of the study present the average data on decreased levels of glucose in the water activity is 0.6 mmol/dl, swimming, and jogging activities decreased by 0.5 mmol/dl, as well as the t value of the three groups is larger than t count and significant. With regard to this, it is concluded that water activity is a form of physical treatment that can lower blood glucose levels. This research is limited to 3 types of water activities. Therefore, the use of other types of water activities can be considered in reducing glucose levels
Hula hoop game: its use and implication for physical fitness
The study aims at identifying and confirming the influence of the hula hoop game conduct on the level of physical fitness. Within the conduct of the study, the researcher implemented the experiment method while the nature of the study was a quantitative study with systematic and structured implementation by describing the influence of the independent variable (X) on the independent variable (Y). Then, the population of the study was the students of Sawahan IV Public Elementary School Surabaya while the samples that had been selected for the study were the female students from the higher degree (Grade 4, 5 and 6) who had been selected proportionally based on the strata; the overall number of the sample was 40 students. The results of the hypothesis test analysis on the actual rate (α = 0.05) and the degree of skewness = 39 show that the t-count value for each component of physical fitness is higher than the t-table value; in other words, t-count > t-table with sig. = 0.05. The implication is that the implementation of hula hoop game learning displays significant influence on each component of physical fitness namely speed, strength, flexibility, agility, power and endurance. On the other hand, the results of variance test (F-test) analysis on the actual rate (α = 0.05) show that the F-count is higher than the F-table namely 2.24 > 2.17; in other words, F-count > F-table with the sig. 0.05 (6:133). Thus, the implication is that the implementation of the hula hoop game has significant influence on the level of physical fitness. In brief, the conclusion that might be drawn from the study is that the hula hoop game is very effective for improving the level of physical fitness especially for the elementary school students.The study aims at identifying and confirming the influence of the hula hoop game conduct on the level of physical fitness. Within the conduct of the study, the researcher implemented the experiment method while the nature of the study was a quantitative study with systematic and structured implementation by describing the influence of the independent variable (X) on the independent variable (Y). Then, the population of the study was the students of Sawahan IV Public Elementary School Surabaya while the samples that had been selected for the study were the female students from the higher degree (Grade 4, 5 and 6) who had been selected proportionally based on the strata; the overall number of the sample was 40 students. The results of the hypothesis test analysis on the actual rate (α = 0.05) and the degree of skewness = 39 show that the t-count value for each component of physical fitness is higher than the t-table value; in other words, t-count > t-table with sig. = 0.05. The implication is that the implementation of hula hoop game learning displays significant influence on each component of physical fitness namely speed, strength, flexibility, agility, power and endurance. On the other hand, the results of variance test (F-test) analysis on the actual rate (α = 0.05) show that the F-count is higher than the F-table namely 2.24 > 2.17; in other words, F-count > F-table with the sig. 0.05 (6:133). Thus, the implication is that the implementation of the hula hoop game has significant influence on the level of physical fitness. In brief, the conclusion that might be drawn from the study is that the hula hoop game is very effective for improving the level of physical fitness especially for the elementary school students
The use of QR code on educational domain: a research and development on teaching material
The study aims at designing and developing QR code-based teaching materials for the theory and the practice session of the course Table Tennis that might be easily and readily accessed and learned in order to improve the motivation and the basic skills in playing table tennis. Therefore, the nature of the study is research and development. Within the research and development, the researcher has adopted the 4D model proposed by Thiagarajan et al. The stages in the 4D model consist of Define, Design, Develop and Disseminate. In brief, the data that have been gathered within the study are as follows: (1) in the needs analysis, 79.20% of the total students that have been surveyed state that they agree with the development of QR code-based teaching materials for the course Table Tennis; (2) in the development stage that has gone through the validation test by 3 evaluators, the learning media expert states that the product has been 75.00% valid, the material expert states that the product has been 85.20% ready and the linguistic expert states that the product has been 75.00% valid; and (3) within the experiment test, the validity has been 77.01%. Therefore, it might be concluded that the QR code-based teaching materials are already feasible and ready for implementation.The study aims at designing and developing QR code-based teaching materials for the theory and the practice session of the course Table Tennis that might be easily and readily accessed and learned in order to improve the motivation and the basic skills in playing table tennis. Therefore, the nature of the study is research and development. Within the research and development, the researcher has adopted the 4D model proposed by Thiagarajan et al. The stages in the 4D model consist of Define, Design, Develop and Disseminate. In brief, the data that have been gathered within the study are as follows: (1) in the needs analysis, 79.20% of the total students that have been surveyed state that they agree with the development of QR code-based teaching materials for the course Table Tennis; (2) in the development stage that has gone through the validation test by 3 evaluators, the learning media expert states that the product has been 75.00% valid, the material expert states that the product has been 85.20% ready and the linguistic expert states that the product has been 75.00% valid; and (3) within the experiment test, the validity has been 77.01%. Therefore, it might be concluded that the QR code-based teaching materials are already feasible and ready for implementation
Efektivitas media pembelajaran audio visual terhadap keterampilan teknik dasar bulu tangkis
The purpose of this study was to know the effectiveness of audio-visual media towards badminton basic technical skills of Penjaskesrek students of Islamic University of Riau. This study used an experimental quasi method with pre-test and post-test design. The form of research design used in this study was Pretest-Posttest Design Control Group. This research was conducted at Islamic University of Riau from May to September 2018. The data collection method used in this study was using test and measurement techniques, and the test instrument was basic badminton skills test. The population in this study was the active Penjaskesrek students of Islamic University of Riau in the academic year of 2015/2016 with a number of 219 students from 8 classes. The sampling in this study was conducted by using purposive sampling technique. The samples taken were only two classes from eight classes, namely 4C and 4G. 4C class, 19 students was the experimental class group while the 4G class, 22 students was the control class. The data collected from the results of the initial and final tests were analyzed by using normality test, homogeneity test and t-test statistics. The conclusion in this study was that the audio visual learning media provided significant effectiveness towards badminton basic technical skills of Penjaskesrek students of Islamic University of Riau, where the results obtained by tcount (10.64) which was greater than ttable (1,734).
Tujuan penelitian ini adalah untuk mengetahui efektivitas media audio visual terhadap keterampilan teknik dasar permainan bulu tangkis mahasiswa Penjaskesrek Universitas Islam Riau. Penelitian ini menggunakan metode experimental-quasi dengan rancangan pre-test dan post-test. Adapun bentuk desain penelitian yang digunakan dalam penelitian ini adalah Control Group Pretest-Posttest Design. Penelitian ini dilaksanakan di Universitas Islam Riau dari Bulan Mei sampai September 2018. Metode pengumpulan data yang digunakan dalam penelitian ini adalah dengan menggunakan teknik tes dan pengukuran. Instrumen tes dalam penelitian ini menggunakan tes keterampilan dasar bulu tangkis. Populasi dalam penelitian ini adalah mahasiswa Penjaskesrek Universitas Islam Riau tahun angkatan 2015/2016 yang aktif yang berjumlah keseluruhan 219 mahasiswa dari 8 kelas. Pengambilan sampel dalam penelitian ini dilakukan dengan menggunakan teknik purposive sampling. Sampel yang diambil pada penelitian ini hanya dua kelas dari delapan kelas, yaitu kelas 4C dan 4G. Kelas 4C yang berjumlah 19 orang merupakan kelompok kelas ekperimen dan kelas 4G yang berjumlah 22 orang merupakan kelas kontrol. Data yang telah terkumpul dari hasil tes awal dan tes akhir dianalisis dengan menggunakan statistik uji normalitas, uji homogenitas dan uji-t. Kesimpulan dalam penelitian ini yaitu media pembelajaran audio visual memberikan efektivitas yang signifikan terhadap keterampilan teknik dasar bulu tangkis mahasiswa Penjaskesrek Universitas Islam Riau, dimana hasil yang diperoleh thitung (10,64) lebih besar dari ttabel (1,734)
Perbandingan rope jump, step up, dan diagonal cone terhadap power dan kelincahan
This study aims: (1) to determine the effect of rope jump training on increasing leg muscle power and agility; (2) to determine the effect of step-up training on increasing leg muscle power and agility 3) to determine the effect of diagonal cone hops exercises on increasing leg muscle power and agility; and (4) to find out the differences in the effect of pliometric rope jump, step up, and diagonal cone hops exercises on increasing leg muscle power and agility. The sample of this study was 40 students of futsal extracurricular at Firdaus Jembrana High School. This type of research is quantitative research with a quasi-experimental method. The study design used a pre-test and post-test non-randomized control group, with data analysis using MANOVA. The process of collecting data was to use leg muscle power tests by using jump df and agility tests using the agility T-test during the pre-test and post-test. Then the research data were analyzed using SPSS ver 16.0. It can be concluded that there is an increase in limb muscle power and agility for each group after being given training with a significant value <0.05 in the paired sample t-test. Increased limb muscle power by 12% and 1% agility in rope jump training, 5% increase in leg muscle power and 1% agility in step-up exercises, and increased leg muscle power by 8% and 2% agility in diagonal cone hops exercises.Penelitian ini bertujuan: (1) untuk mengetahui pengaruh latihan rope jump terhadap peningkatan power otot tungkai dan kelincahan; (2) untuk mengetahui pengaruh latihan step up terhadap peningkatan power otot tungkai dan kelincahan 3) untuk mengetahui pengaruh latihan diagonal cone hops terhadap peningkatan power otot tungkai dan kelincahan; dan (4) untuk mengetahui perbedaan pengaruh latihan pliometrik rope jump, step up, dan diagonal cone hops terhadap peningkatan power otot tungkai dan kelincahan. Sampel penelitian ini adalah 40 siswa ekstrakurikuler futsal di SMA Firdaus Jembrana. Jenis penelitian adalah penelitian kuantitatif dengan metode eksperimen semu. Desain penelitian menggunakan pre-test dan post-test kelompok kontrol non acak, dengan analisis data menggunakan MANOVA. Proses pengumpulan data adalah menggunakan tes power otot tungkai dengan menggunakan jump df dan tes kelincahan menggunakan agility T-test pada saat pre-test dan post-test. Kemudian data penelitian dianalisis dengan menggunakan SPSS ver 16.0. Dapat disimpulkan bahwa ada peningkatan power otot tungkai dan kelincahan untuk setiap kelompok setelah diberikan pelatihan dengan nilai signifikan <0,05 pada paired sample t-test. Peningkatan power otot tungkai sebesar 12% dan 1% kelincahan dalam latihan rope jump, 5% peningkatan power otot tungkai dan 1% kelincahan dalam latihan step-up, dan peningkatan power otot tungkai sebesar 8% dan kelincahan 2% pada latihan diagonal cone hops
The influence of kinesthetics, attitude and motivation on the learning results of sports education
The study aims at identifying the influence of kinesthetics, attitude and motivation on the learning results of Sports Education. The nature of the study is path analysis. Within the study, the exogenous variables are kinesthetics (X1), attitude (X2) and motivation (X3) while the endogenous variable is the learning results of Sports Education. Then, the samples that have been selected for the conduct of the study are 40 male students from Grade XI of Bantaeng Vocational High School. The data that have been gathered are analysed by means of inferential statistical analysis namely the regression test. The results of the study show that Kinesthetics, Attitude and Motivation have influence on Learning Results of Sports Education. Furthermore, the results of the study also show that Kinesthetics and Attitude by means of Motivation also have influence on Learning Results of Sports Education. However, within the conduct of the study the researcher only involves a few samples. Therefore, the results of the study might be developed further in the future studies with more methods and samples.The study aims at identifying the influence of kinesthetics, attitude and motivation on the learning results of Sports Education. The nature of the study is path analysis. Within the study, the exogenous variables are kinesthetics (X1), attitude (X2) and motivation (X3) while the endogenous variable is the learning results of Sports Education. Then, the samples that have been selected for the conduct of the study are 40 male students from Grade XI of Bantaeng Vocational High School. The data that have been gathered are analysed by means of inferential statistical analysis namely the regression test. The results of the study show that Kinesthetics, Attitude and Motivation have influence on Learning Results of Sports Education. Furthermore, the results of the study also show that Kinesthetics and Attitude by means of Motivation also have influence on Learning Results of Sports Education. However, within the conduct of the study the researcher only involves a few samples. Therefore, the results of the study might be developed further in the future studies with more methods and samples
Pengembangan model latihan konsentrasi pada tembakan free throw pemain bola basket
The purposes of this study were to develop a concentration training model on free throw shots basketball players and to measure the extent of the process of concentration training model on free throw shots basketball players. The process of this research began with a need analysis with field observation method and continued with the process of the development of a concentration training model on free throw shots basketball players according to the characteristics needed. The development of this training model was carried out by applying 10 steps according to Brog and Gall and producing a product from concentration training model on free throw shots basketball players according to the needs and the suitability needed. Based on the results of the analysis on the small group trials the average choice was 82.10%, whereas in the medium group trials the average values obtained was 87.56%, while in the large group trials the average choice was 90.49 %. This stated that the concentration training model on free throw shots basketball players was very feasible to use.Tujuan dari penelitian ini adalah untuk mengembangkan model latihan konsentrasi pada tembakan free throw pemain bola basket serta mengukur sejauh mana proses latihan konsentrasi pada tembakan free throw pemain bola basket. Proses penelitian ini diawali dengan analisis kebutuhan dengan metode pengamatan lapangan dan dilanjutkan dengan proses pengembangan latihan konsentrasi pada tembakan free throw pemain bola basket sesuai dengan karakteristik yang dibutuhkan. Pengembangan model latihan ini dilakukan dengan menjalankan 10 langkah menurut Brog and Gall dan menghasilkan suatu produk dari model latihan konsentrasi pada tembakan free throw pemain bola basket sesuai dengan kebutuhan dan kesesuaian dengan apa yang dibutuhkan. Berdasarkan hasil analisis pada uji coba kelompok kecil didapat rata-rata pilihan sebesar 82,10%, sedangkan pada uji coba kelompok sedang nilai yang didapat rata-rata 87,56%, Sedangkan pada uji coba kelompok besar rata-rata pilihan sebesar 90,49%. Hal ini menyatakan bahwa model latihan konsentrasi pada tembakan free throw pemain bola basket sangat layak untuk digunakan