Wibowo, Tito Parta
Unknown Affiliation

Published : 3 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 3 Documents
Search

Pelaksanaan Kegiatan Ekstrakurikuler Tenis Meja di SMA Negeri 1 Bengkulu Selatan Wibowo, Tito Parta; Juniardi, Arifto; Perdima, Feby Elra
Educative Sportive Vol 1 No 1 (2020): Educative Sportive, January
Publisher : UNIVED Press, Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/edusport.v1i1.1059

Abstract

The problem in this study is the lack of extracurricular implementation of table tennis because several factors affect it, including facilities and infrastructure, student motivation, and parental support. This study aims to reveal the description of the implementation of table tennis extracurricular activities in SMA Negeri 1 Bengkulu Selatan. This type of research is descriptive. The population in this study was 30 people consisting of SMA Negeri 1 Bengkulu South students who were active in participating in table tennis extracurricular consisting of 21 sons and 9 daughters. Sampling is done by the Saturated Census (Saturated Census) technique, which is by taking the whole population, so the sample is 30 people. The results obtained from the implementation of Table Tennis Extracurricular Activities in SMA Negeri 1 Bengkulu Selatan are facilities and infrastructure in the Good category, student motivation is classified Good, and parental support is in the Good classification
Survei Permainan Tradisional dalam Pembelajaran Pendidikan Jasmani di Sekolah Dasar Se-Kecamatan Air Priukan Kabupaten Seluma Wibowo, Tito Parta; Pranata, Edho
Educative Sportive Vol 1 No 1 (2020): Educative Sportive, January
Publisher : UNIVED Press, Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/edusport.v1i1.1061

Abstract

The problem of this thesis is how the traditional game in Physical Education learning in each school in the Air Priukan Subdistrict. The purpose of this study is to find out the traditional game in Physical Education learning in each school. Air Priukan Subdistrict, Seluma District. Elementary School. The sampling technique used was the total sampling method, namely all elementary school physical education teachers throughout the Air Priukan Subdistrict, Seluma District, totaling 14 people from 14 elementary schools. The sampling technique uses random samples or random samples. Data collection in this study uses a survey method. Data collection techniques in this study are documentation and research. Documentation is used to obtain accurate data about the traditional game process in physical education learning in Primary Schools in Air Priukan Subdistrict, Seluma District. used is descriptive with percentages.
Model Latihan Smash Bola Voli dengan Augmented Reality Rizal, Bayu Thomi; Junaidi, Junaidi; Yusmawati, Yusmawati; Widiastuti, Widiastuti; Wibowo, Tito Parta
Pendekar: Jurnal Pendidikan Berkarakter Vol 8, No 2 (2025): Juli
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/pendekar.v8i2.30637

Abstract

Abstract: This research aims to produce a learning model and test the effectiveness of the learning model for basic volleyball smash techniques for high school students. The model developed in this study is focused on learning volleyball smash for high school students using an augmented reality approach. This research method uses the research and development (R&D) model of Borg and Gall. The research subjects were high school students with a total of 20 students for small trials, 40 students for large trials and an effectiveness test of 80 students consisting of 40 experimental group students and 40 control group students. The test instrument used is a volleyball smash basic technique learning test instrument that has been adapted to each stage of basic motion and has passed the validity test by several experts. The results showed that: (1) the learning model of basic volleyball smash techniques for high school students can be declared very feasible to be applied in learning physical education sports and health at school, (2) the effectiveness test of the volleyball smash basic technique learning model is empirically declared effective and significant in improving the basic technique of volleyball smash very well in high school students. The results of the N-gain test score of the experimental group obtained a Mean value = 63.30 or equal to 63.30% including in the moderately effective category. Meanwhile, the N-gain test results of the control group score obtained Mean = 47.55 or equal to 47.55% are included in the less effective category. So it can be concluded that the learning model for basic volleyball smash techniques with augmented reality is declared effective in improving the learning outcomes of basic volleyball smash techniques very well in high school students.Abstrak: Penelitian ini bertujuan untuk menghasilkan model pembelajaran dan menguji efektifitas model pembelajaran teknik dasar smash bola voli untuk siswa Sekolah Menengah Atas (SMA). Model yang dikembangkan dalam penelitian ini difokuskan pada pembelajaran smash bola voli untuk siswa SMA dengan menggunakan pendekatan augmented reality. Metode penelitian ini menggunakan research and development (R&D) model Borg and Gall. Subyek penelitian adalah siswa sekolah menengah atas dengan jumlah subyek 20 siswa untuk uji coba kecil, 40 siswa untuk uji coba besar dan uji efektifitas sebesar 80 siswa yang terdiri dari 40 siswa kelompok eksperimen dan 40 siswa kelompok kontrol. Instrumen test yang digunakan yaitu instrumen test pembelajaran teknik dasar smash bola voli yang telah disesuaikan dengan setiap tahapan gerak dasar dan telah melewati uji validitas oleh beberapa ahli. Hasil penelitian menunjukkan bahwa: (1) model pembelajaran teknik dasar smash bola voli untuk siswa SMA dapat dinyatakan sangat layak diterapkan dalam pembelajaran pendidikan jasmani olahraga dan kesehatan di sekolah, (2) uji efektifitas model pembelajaran teknik dasar smash bola voli dinyatakan secara empiris efektif dan signifikan dalam meningkatkan teknik dasar smash bola voli dengan sangat baik pada siswa SMA. Hasil uji N-gain Skor kelompok eksperimen diperoleh nilai Mean= 63,30 atau sama dengan 63,30% termasuk dalam kategori cukup efektif. Sedangkan, hasil uji N-gain Skor kelompok kontrol diperoleh nilai Mean= 47,55 atau sama dengan 47,55% termasuk dalam kategori kurang efektif. Maka dapat disimpulkan bahwa model pembelajaran teknik dasar smash bola voli dengan augmented reality dinyatakan efektif meningkatkan hasil belajar teknik dasar smash bola voli dengan sangat baik pada siswa SMA.