Suriah Hanafi
Universitas Negeri Makassar, Indonesia.

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Pengembangan Media Pembelajaran Interaktif Berbasis Android untuk Meningkatkan Keterampilan Lompat Jauh Gaya Jongkok Siswa SMA Negeri 3 Makassar Suriah Hanafi
Jurnal Inovasi Olahraga Vol. 5 No. 01 (2026): February Issue, 2026
Publisher : Pusat Pengembangan Olahraga Universitas Pahlawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53905/jiojurnal.v5i01.37

Abstract

Purpose of the study: This research aims to develop and test the effectiveness of interactive Android-based learning media for long jump material using the squat style at SMA Negeri 3 Makassar. Materials and methods: The research method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects consisted of 36 students of class X MIPA selected through purposive sampling technique. Data collection techniques included expert validation sheets (media and material experts), student practicality questionnaires, and long jump skill tests. Data were analyzed using descriptive statistics and N-gain test. Results: The results showed that: (1) the validation of media experts obtained a score of 4.42 with a "very valid" category, and material experts obtained a score of 4.58 with a "very valid" category; (2) the practicality test obtained a score of 4.35 with a "very practical" category; and (3) the effectiveness test showed an N-gain value of 0.72 with a "high" category, indicating a significant improvement in students' long jump skills. Conclusions: These findings confirm that the developed interactive learning media is valid, practical, and effective in improving students' long jump squat style skills. The implication of this research provides an alternative digital-based learning innovation for physical education teachers in delivering long jump material.
Efektivitas Model Pembelajaran Atletik Berbasis Permainan Terhadap Motivasi Belajar Lari Sprint Siswa SMP Negeri 1 Makassar Suriah Hanafi
Jurnal Inovasi Olahraga Vol. 5 No. 01 (2026): February Issue, 2026
Publisher : Pusat Pengembangan Olahraga Universitas Pahlawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53905/jiojurnal.v5i01.40

Abstract

Purpose of the study: This study aimed to determine the effectiveness of the game-based athletic learning model on students' motivation to learn sprint running. Materials and methods: The research method used was a quantitative experiment with a One Group Pretest-Posttest Design. The subjects of this study were 32 students of SMP Negeri 1 Makassar, selected using a purposive sampling technique. The research instrument used was a learning motivation questionnaire that had been tested for validity and reliability (r = 0.87). Data were analyzed using normality test, homogeneity test, and paired sample t-test. Results: The results showed that there was a significant difference between the pretest and posttest values (t = -8.642; p = 0.000 < 0.05), indicating that the game-based athletic learning model was effective in improving students' learning motivation in sprint running. The average posttest score (76.45) was higher than the pretest (62.18) with an increase of 14.27 points (22.95%). Conclusions: These findings indicate that the integration of game elements in athletic learning can be an alternative approach in physical education learning to increase student motivation, especially in sprint running material.