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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
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DOI: 10.33258/edusport.v1i1.1061
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.
THE DEVELOPMENT OF IMMERSIVE LEARNING BASED ON NATURAL USER INTERFACE (NUI) ON TABLE TENNIS EXERCISE
Tito, Tito Parta Wibowo;
Ibnu, Ibnu Sina
JUARA : Jurnal Olahraga Vol 9 No 2 (2024): JUARA: Jurnal Olahraga
Publisher : STKIP Muhammadiyah Kuningan
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DOI: 10.33222/juara.v9i2.4026
Abstract ____________________________________________________________ This research is a learning media development research with the theory used is Immersive Learning based on Natural User Interface. Immersive Learning is expected to help students to practice table tennis without the limitations of space and time tools because Immersive Learning emphasizes learning that is virtual with the help of the Kinect camera from the Xbox 360 so that it is as if students can experience table tennis learning practices directly without the limitations of tools such as table bet net and save space. This research aims to give a new impression in the game of table tennis by giving a modern impression with the technology provided through Immersive Learning Based on Natural User Interface (NUI). In addition, to facilitate the assessment of sports subjects, especially table tennis material because in practice the assessment of the psychomotor domain. In practice in the field, teachers only measure the psychomotor abilities of students approximately during the learning process without making clear indicators so that the objectives of practicum activities according to basic competencies in the curriculum. Thus resulting in the usual subjectivity and unfavorable to improving the quality of learning. This study aims to help students know the level of objectivity in learning the basic movements of table tennis with the ADDIE development model. The research subjects used X grade students of Senior High School Number 1 South Bengkulu with 10 students. The development results that have been validated by media experts and material experts get a very valid category. While the results of the Immersive Learning application trial were determined by looking at the results of the individual trial with a score of 97.5% and the field test with a score of 95.5%. These results show that table tennis Immersive Learning is declared quite effective in improving psychomotor learning outcomes. Under the license CC BY-SA 4.0
SOSIOLOGI OLAHRAGA SEBAGAI SARANA PEMBENTUKAN KARAKTER ANAK MUDA
Rian Andriansyah;
Tito Parta wibowo;
Raden Atqo;
Rendi Mulyadi;
Ahmad Rizal;
Dafa Hakim;
M Rizki;
N Destriana;
Zakiyah Rahman;
Wahyudi Wahyudi
Jurnal Ilmiah Multidisiplin Ilmu Vol. 2 No. 3 (2025): Juni : Jurnal Ilmiah Multidisiplin Ilmu (JIMI)
Publisher : CV. Denasya Smart Publisher
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DOI: 10.69714/39bvy375
Character education through sport is becoming increasingly important in the face of dynamic socio-cultural change. The sociology of sport offers an approach to understanding sport as a social phenomenon that has a broad impact on youth character building. This research uses a descriptive qualitative method to explore the role of sport in youth character building through a sociology of sport approach. The results showed that sport can be a medium for socialization, value internalization, and identity formation. Participation in sports activities can form a physically healthy, mentally strong, and morally sound young generation. However, sports can also be a space for reproduction of negative values if not balanced with constructive social values. Therefore, the sociology of sport approach can offer strategic solutions in designing sports programs that not only pursue achievements, but also form Indonesian people with character. This research is expected to contribute to the development of character education through sports and increase awareness of the importance of the sociology of sport in shaping young people with character and integrity.
PENGARUH KEBIJAKAN PENDIDIKAN JASMANI TERINTEGRASI TERHADAP GAYA HIDUP SEHAT DI KALANGAN SISWA SEKOLAH DASAR
Dini Permata Sari;
Tito Parta Wibowo;
Pardiman;
Elsa Zahra;
Refly Jayadi Ningrat;
Ahmad Septiana;
Pajri Sumardi;
Ahmad Firdaus;
Anshori;
Panji Gumelar
Jurnal Ilmiah Multidisiplin Ilmu Vol. 2 No. 3 (2025): Juni : Jurnal Ilmiah Multidisiplin Ilmu (JIMI)
Publisher : CV. Denasya Smart Publisher
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DOI: 10.69714/81ah9154
An integrated physical education policy was a strategic approach in shaping a healthy lifestyle from an early age. This study aimed to determine the effect of the integrated physical education policy implementation on the healthy lifestyle of elementary school students. The method used was descriptive quantitative with a survey approach. The sample consisted of 120 students from four elementary schools that had implemented the policy in X city. The results showed a significant positive correlation between the implementation of the integrated physical education policy and the improvement of students' healthy living behaviors, which included regular physical activity, a balanced diet, and awareness of personal hygiene and health. This policy proved effective in instilling healthy living values through structured physical activities and supporting the strengthening of character education
ANALISIS KECURANGAN DI CABANG OLAHRAGA BADMINTON PADA AJANG SIRKUIT NASIONAL 2025 DI KEPULAUAN RIAU
Ibnu Sina;
Tito Parta Wibowo;
Rizki Rizkullah;
Juang Maghribi;
Nadya Rahayu;
Muhamad Saeza
Jurnal Ilmiah Multidisiplin Ilmu Vol. 2 No. 3 (2025): Juni : Jurnal Ilmiah Multidisiplin Ilmu (JIMI)
Publisher : CV. Denasya Smart Publisher
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DOI: 10.69714/4rvee931
This study analyzes a cheating incident that occurred during the 2025 National Badminton Circuit (Sirnas) in the Riau Archipelago, where a young athlete was suspected of deliberately damaging the shuttlecock before serving. A qualitative method was employed through video analysis, semi-structured interviews with 10 stakeholders (athletes, referees, coaches), and a review of official documents. The findings reveal that the act of cheating was driven by competitive pressure, suboptimal referee oversight, and the athlete's mental fragility. The consequences included damage to the reputation of the athlete and their club, as well as a decline in public trust in the integrity of the sport. The discussion highlights the need for reforms in monitoring systems, enhanced character education, and strict sanctions by the Indonesian Badminton Association (PBSI). This study recommends the integration of instant replay technology and ethics-based simulation training to prevent recurrence.
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
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DOI: 10.31764/pendekar.v8i2.30637
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.
PENGEMBANGAN MEDIA APLIKASI TPW BERBASIS ANDROID UNTUK MENINGKATKAN HASIL BELAJAR TEKNIK DASAR TENIS MEJA DI SEKOLAH DASAR
Tito, Tito Parta Wibowo;
Sina, Ibnu;
Darmawan, Syamsul;
Atqoo, Raden Akhmad
Journal of Professional Elementary Education Vol. 4 No. 1 (2025): Journal of Professional Elementary Education
Publisher : LPPM Universitas Bina Bangsa
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DOI: 10.46306/jpee.v4i1.138
This study aims to develop and evaluate the effectiveness of an Android-based learning media application for basic table tennis techniques, called TPW. The method used is research and development with the ADDIE model. The research subjects were Year 5 pupils at SD Negeri Ciceri, Serang City. Data analysis techniques included a quantitative approach through learning achievement tests and a qualitative approach through interviews, observations, questionnaires, and documentation. The effectiveness test results showed an improvement in learning outcomes when using the TPW application, with N-gain indices of 0.486 and 0.374 (medium category), which were higher than those achieved with conventional textbooks, which only reached 0.263 and 0.07. Pupils’ mastery learning using the TPW application reached 60%, compared with only 40% when using textbooks. These findings indicate that the TPW application is more effective in enhancing understanding and mastery of basic table tennis techniques. The application can serve as an alternative, interactive, and innovative learning medium in Physical Education (PE) at primary schools, particularly in supporting the development of pupils’ motor skills.
Kampanye Anti Sedentari: Edukasi Bahaya Kurang Gerak Dan Penerapan Aktivitas Fisik Ringan Di SDN Pangkalan 2 Kabupaten Pandeglang
Tito Parta Wibowo;
Pardiman;
Yuke Andriani;
Fenti Nur Meliyani;
Ina Muawanah
JURIBMAS : Jurnal Hasil Pengabdian Masyarakat Vol 4 No 2 (2025): Oktober 2025
Publisher : LKP KARYA PRIMA KURSUS
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DOI: 10.62712/juribmas.v4i2.553
Abstrak Perilaku kurang gerak (sedentary behaviour) pada anak usia sekolah dasar menjadi salah satu faktor risiko utama terhadap peningkatan obesitas, gangguan metabolik, serta penurunan kesehatan fisik dan mental. Fenomena ini juga terjadi di lingkungan sekolah dasar, termasuk di SDN Pangkalan 2 Kabupaten Pandeglang. Kegiatan edukasi dan penerapan aktivitas fisik ringan dilakukan sebagai upaya promotif dan preventif terhadap dampak negatif kurang gerak. Program ini bertujuan untuk meningkatkan pemahaman siswa mengenai bahaya gaya hidup sedentary serta membentuk kebiasaan hidup aktif melalui aktivitas fisik sederhana yang dapat dilakukan di lingkungan sekolah. Metode kegiatan meliputi penyuluhan interaktif, demonstrasi aktivitas fisik sederhana, serta evaluasi melalui kuesioner pre dan post kegiatan. Hasil kegiatan menunjukkan bahwa siswa menunjukkan antusiasme tinggi dan memahami pentingnya aktivitas fisik dalam menjaga kesehatan. Edukasi yang menyenangkan dan berbasis praktik terbukti efektif dalam membangun kesadaran gerak pada anak. Oleh karena itu, penerapan program serupa secara berkelanjutan di sekolah dasar dapat menjadi langkah strategis dalam mencegah penyakit tidak menular dan menciptakan generasi yang lebih sehat.
Cluster Analysis Using the Physical Condition Endurance Method for Archery Sports
Pratama, Octavian Serka Yudha;
Wibowo, Tito parta;
Sina, Ibnu;
Wattimena, Ferry Yohannes
Mamaos:Journal Physical Education, Sport and Art Vol 1, No 2 (2025): VOLUME 1 NOMOR 2 TAHUN 2025
Publisher : Universitas Suryakancana
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DOI: 10.35194/mj.v1i2.5074
The development of archery achievements in Indonesia so far has not been able to reach the limits of the Olympics and the development of achievements in Indonesia only focuses on the national level and on the Asian scale due to several factors, including the lack of infrastructure for archery because the infrastructure includes a fairly large field, for example the field. football or red soil whose ground must be level. As well as management management which is still less focused on developing archers in the regions, especially in Indonesia. There is a lot of archery in Indonesia that needs to be addressed both in terms of management and infrastructure, including in areas that lack knowledge of sport science and good management, with the existence of sport science in Indonesia and good management of sports, especially archery in Indonesia, this can change aspects of archery. the lack of achievement becomes the number of achievements so that archery in Indonesia can compete in the Olympic championship and gain good achievements. With this method of physical condition exercise, it can be used properly and correctly to add insight into the media used. The method used is using cluster analysis using the Physical Condition Endurance Method for Archery.
THE DEVELOPMENT OF IMMERSIVE LEARNING BASED ON NATURAL USER INTERFACE (NUI) ON TABLE TENNIS EXERCISE
Tito, Tito Parta Wibowo;
Ibnu, Ibnu Sina
JUARA : Jurnal Olahraga Vol 9 No 2 (2024): JUARA: Jurnal Olahraga
Publisher : Universitas Muhammadiyah Kuningan
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DOI: 10.33222/juara.v9i2.4026
Abstract ____________________________________________________________ This research is a learning media development research with the theory used is Immersive Learning based on Natural User Interface. Immersive Learning is expected to help students to practice table tennis without the limitations of space and time tools because Immersive Learning emphasizes learning that is virtual with the help of the Kinect camera from the Xbox 360 so that it is as if students can experience table tennis learning practices directly without the limitations of tools such as table bet net and save space. This research aims to give a new impression in the game of table tennis by giving a modern impression with the technology provided through Immersive Learning Based on Natural User Interface (NUI). In addition, to facilitate the assessment of sports subjects, especially table tennis material because in practice the assessment of the psychomotor domain. In practice in the field, teachers only measure the psychomotor abilities of students approximately during the learning process without making clear indicators so that the objectives of practicum activities according to basic competencies in the curriculum. Thus resulting in the usual subjectivity and unfavorable to improving the quality of learning. This study aims to help students know the level of objectivity in learning the basic movements of table tennis with the ADDIE development model. The research subjects used X grade students of Senior High School Number 1 South Bengkulu with 10 students. The development results that have been validated by media experts and material experts get a very valid category. While the results of the Immersive Learning application trial were determined by looking at the results of the individual trial with a score of 97.5% and the field test with a score of 95.5%. These results show that table tennis Immersive Learning is declared quite effective in improving psychomotor learning outcomes. Under the license CC BY-SA 4.0