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Sugiharto Sugiharto
Universitas Negeri Jakarta

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THE EFFECTIVENESS OF THE JOYFUL LEARNING-BASED TARGET METHOD IN IMPROVING BADMINTON SERVICE RESULTS Wisnu Wardhana; Sapto Wibowo; Sugiharto Sugiharto; Sahabul Adri Ar; Didi Yudha Pranata
Jurnal Penjaskesrek Vol. 13 No. 1 (2026)
Publisher : Program Studi Pendidikan Jasmani, FKIP Universitas Bina Bangsa Getsempena

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Badminton service skill is a fundamental technique that requires accuracy, consistency, and active student engagement during the learning process. However, badminton learning in schools is still frequently dominated by repetitive instruction-based exercises that reduce students' motivation and participation. This study aimed to analyze the effectiveness of the joyful learning-based target method in improving students' badminton short service skills. This study employed a quantitative pre-experimental one-group post-test design. The population consisted of 105 tenth-grade students, with 70 students selected through simple random sampling. The intervention was conducted in 12 meetings using a target-based badminton service training integrated with joyful learning principles. The research instrument was a short service accuracy test consisting of 12 attempts with a scoring range of 1–5 for each trial. Instrument validity was confirmed through expert judgment, while reliability testing showed a high Intraclass Correlation Coefficient (ICC = 0.87). The data were analyzed using descriptive statistics and Cohen's d effect size analysis. The findings showed that 20% of students achieved the excellent category, 37% good, 26% fair, 13% poor, and 4% very poor. The mean score reached 41.8, which was classified as good. The intervention showed positive improvement in students' service accuracy and consistency. In addition, the effect size analysis indicated effectiveness at a moderate-to-high level (Cohen's d = 0.82). The joyful learning-based target method indicated effectiveness in improving badminton service skills and creating a more engaging learning environment in physical education.
EFFECTIVENESS OF NET GAMES LEARNING MODEL ON AFFECTIVE RESPONSES OF GRADE V ELEMENTARY SCHOOL STUDENTS Sugiharto Sugiharto; Bahtiar Firdiansyah
Jurnal Penjaskesrek Vol. 13 No. 1 (2026)
Publisher : Program Studi Pendidikan Jasmani, FKIP Universitas Bina Bangsa Getsempena

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Physical education learning in elementary schools requires an innovative and enjoyable approach to increase students’ affective engagement during the learning process. Net Games learning, particularly pickleball-based activities, has the potential to create active, interactive, and meaningful learning experiences for students. This study aimed to determine the effectiveness of the pickleball-based Net Games learning model on the affective responses of fifth-grade elementary school students. This study employed a quantitative approach using a one-group post-test only design involving 50 fifth-grade elementary school students. The research instrument was an Affective response questionnaire consisting of five indicators: joyful expression, learning satisfaction, voluntary participation, enjoyment, and willingness to repeat learning activities. Instrument validity was evaluated through expert judgment, while reliability testing using Cronbach’s Alpha showed a coefficient of 0.89, indicating high reliability. Data were analysed using descriptive statistics and the One-Sample Wilcoxon Signed Rank Test with the assistance of SPSS version 25. The findings revealed that students’ affective responses were categorised as effective to very effective, with an overall mean score of 3.44. The Wilcoxon test showed a significant result (p < 0.05), indicating that the Net Games learning model effectively improved students’ affective responses. Students demonstrated positive emotional engagement, active participation, and strong motivation to repeat the learning activities. The pickleball-based Net Games learning model was effective in enhancing elementary school students’ affective responses in physical education learning through enjoyable, active, and interactive learning experiences.