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PENGUKURAN DAYATAHAN AEROBIK (VO2MAX) ATLET FUTSAL KABUPATEN GOWA Ramli, Ramli; Juhanis, Juhanis; Rahmi, Silatul; Iskandar, Iskandar; Asyhari, Hasbi
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 3 (2024): Volume 5 No. 3 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i3.28241

Abstract

Dua tim, masing-masing dengan lima pemain, berkompetisi dalam olahraga bola raksasa futsal. Dalam permainan futsal ini, tujuannya adalah memanipulasi bola dengan kaki untuk memasukkan bola sebanyak mungkin ke gawang lawan. Layanan ini dimaksudkan untuk menilai daya tahan aerobik atlet futsal kabupaten Gowa. Metode pengukuran dan tes yang digunakan adalah metode yang digunakan. Pelatih dapat menentukan tingkat kebugaran jasmani atlet, mengelompokkan atlet berdasarkan kemampuan, mendiagnosa kelemahan, membebaskan atlet dari program latihan tertentu, memprediksi kemampuan atlet di masa yang akan datang, menyusun rencana latihan, mengevaluasi rencana latihan dan pelaksanaannya, serta merevisi rencana latihan dan pelaksanaannya dengan efektifitas dan efisiensi yang tinggi dengan menggunakan tes dan pengukuran kondisi fisik daya tahan aerobik (vo2max).
PERBEDAAN PENGARUH LATIHAN TARGET TETAP DAN TARGET BERGERAK TERHADAP KETEPATAN PUKULAN GYAKU TSUKI PADA ATLET PERGURUAN INKANAS KABUPATEN BANTAENG Badaru, Benny; Juhanis, Juhanis; Bismar, Ahmad Rum; Hudain, Muh. Adnan; Kadir, Muqwimul
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 1 (2024): Volume 7 No 1 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i1.25795

Abstract

Penelitian ini adalah penelitian eksperimen semu yang bertujuan untuk mengetahui pengaruh latihan target tetap dan target bergerak terhadap ketepatan pukulan gyaku tsuki atlet Perguruan Inkanas Kabupaten Bantaeng. Metode Penelitian ini menggunakan ekeperimen dengan pendekatan pendekatan kuantitatif. Sampel penelitian terdiri dari 20 atlet yang dibagi kedalam 2 kelompk dengan menggunakan radom sampel dengan desain matching ordinal pairing sehingga menghasilkan 10 atlet tergabung dalam kelompok latihan target tetap dan 10 atlet tergabung dalam kelompok latihan target bergerak. Hasil penelitian uji normalitas dan homegenitas kedua kelompok latihan diperoleh data diatas alpha 0,05 menunjukkan data berdistribusi normal dan homogen. Pengaruh latihan target bergerak sebesar 0,000 dan Pengaruh latihan target tetap sebesar 0,001, hal ini menunjukkan bahwa pengaruh target bergerak lebih besar daripada target tetap dan terjadi perbedaan rata-rata hasil pretest dan postest atlet. Hasil pretest kelompok latihan target tetap sebesar 1,30 menjadi 2,00 pukulan setelah postest. Sedangkan kolompok target bergerak hasil pretest memperoleh sebesar 1,20 menjadi 3,00 pukulan. Kesimpulan penelitian bahwa ada perbedaan pengaruh signifikan antara latihan target tetap dan target bergerak terhadap ketepatan pukulan gyaku tsuki atlet Perguruan Inkanas Kabupaten Bantaeng
PENGARUH LATIHAN DUMBBELL WRIST CURL TERHADAP KEMAMPUAN POINTING ATLET SPARTA PETANQUE CLUB Alif, M. Nur.; Juhanis, Juhanis; Hakim, Hikmad; Hudain, Muh. Adnan; Ishak, Muhammad
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 3 (2024): Volume 7 No 3 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i3.29381

Abstract

INNOVATION IN WRESTLING EDUCATION: HARNESSING TECHNOLOGY FOR ATHLETE PERFORMANCE ENHANCEMENT Juhanis, Juhanis; M. Adam Mappaompo; M. Imran Hasanuddin; Muhammad Qasash Hasyim
International Journal of Teaching and Learning Vol. 2 No. 2 (2024): FEBRUARY
Publisher : Adisam Publisher

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Abstract

The use of innovative teaching methods in wrestling has proven essential to improving athlete performance. This article explores how technology use can contribute significantly to the development of wrestling athletes. We investigate how technology can be incorporated into wrestling education and training, with an emphasis on performance enhancement. In-depth technical analysis, real-time health monitoring, and the creation of more complex gaming strategies are made possible by the utilization of wearable sensors, interactive learning apps, and video analysis. Virtual match simulations and mental technology also add another level of training for athletes' psychological and tactical needs. This article also addresses potential drawbacks to these developments, such as budgetary constraints and incorporating technology into sports education. This investigation has allowed us to better understand how technology can influence wrestling education going forward and improve the performance of athletes.
Basketball Dribbling Training at SMP 3 Bontomannu: Efforts to Improve Basic Technical Skills and Student Confidence Suwardi, Suwardi; Badaru, Benny; Juhanis, Juhanis
Jurnal Perjuangan dan Pengabdian Masyarakat: JPPM Vol. 1 No. 3 (2025): 30 September 2025
Publisher : Universitas Pejuang Republik Indonesia

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Abstract

Basketball dribbling training at SMP 3 Bontomannu was designed to develop students' basic technical competencies in ball control and build confidence in playing basketball. This program provides opportunities for students to understand the fundamental principles of dribbling, recognize variations in ball control techniques, learn strategies for applying dribbling in game situations, and develop motor coordination and agility. Through structured and progressive training, it is expected that students can improve ball handling abilities, develop decision-making skills in games, increase physical fitness, and foster sportsmanship and teamwork in the school environment.
Pelatihan Pengembangan Media Pembelajaran Interaktif untuk Guru PJOK di KKGO Manggala Kota Makassar Juhanis, Juhanis; Fatoni, Fatoni; Abriadi, Abriadi; Iskandar, Iskandar; Anwar, Nur Indah Atifah
ABDIKAN: Jurnal Pengabdian Masyarakat Bidang Sains dan Teknologi Vol. 4 No. 4 (2025): November 2025
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/abdikan.v4i4.6731

Abstract

This community service activity was carried out with the aim of improving the competence of Physical Education, Sports, and Health (PESH) teachers in developing interactive learning media based on digital technology. Many PESH  teachers at KKGO Manggala, Makassar City, still use conventional methods and face limitations in the use of digital media, resulting in less than optimal learning in attracting student interest and motivation. This training is designed to provide theoretical knowledge, practical practice, and hands-on experience in designing interactive learning media relevant to PESH material. The implementation method of the activity includes preparation, implementation, and evaluation stages. In the preparation stage, modules are prepared and coordination with KKGO administrators is carried out. The implementation stage includes material presentations, practical workshops on creating media using applications such as Canva and interactive PowerPoint, and intensive mentoring in product development. Furthermore, evaluation is carried out through pre-tests, post-tests, observations, and reflections with participants. The results of the activity show a significant increase in teacher knowledge and skills in developing interactive learning media. In addition, this activity also encourages creativity, collaboration, and teacher motivation to innovate in PESH learning. Thus, this training provides a real contribution to improving the quality of PESH learning and is worthy of being developed sustainably and scientifically in other regions.
Implementation of Differentiated Learning to Improve The Results of Football Shooting Techniques In The Learning of Physical and Sports Courses of Grade X Flores Students of State High School 1 Palopo Astaman, Muhammad Ramadhan; Fahrizal, Fahrizal; Hudain, Muh. Adnan; Ramli, Ramli; Juhanis, Juhanis
COMPETITOR: Jurnal Pendidikan Kepelatihan Olahraga Vol 16, No 3 (2024): October
Publisher : UNIVERSITAS NEGERI MAKASSAR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/cjpko.v16i3.64670

Abstract

The purpose of this study was to determine the ability of students' football shooting techniques and how to improve the material of basic football techniques by using differentiated learning. This type of research is Classroom Action Research. The instruments used are 1) a Learning style test, and 2) a Football shooting technique test. The research design uses the Kemmis & McTaggart model. The implementation of the action includes four steps, namely: 1) Planning, 2) Implementation of Action (Action), 3) Observation, and 4) Reflection. Based on the results of research at the pre-cycle stage, the results of the learning style of students with an average of students with a kinesthetic learning style of 66.3 or 24 students, a visual learning style with a percentage of 25% or 9 students, and an auditory learning style with a percentage of 8.3% or 3 students. The percentage of the results of the assessment of football shooting techniques cycle 1 with an average student score of 74 with 42% completeness. Then in cycle II, it increased with an average student score of 86%. So it can be concluded that the application of differentiated learning can improve the results of students' football shooting techniques.
Basketball Dribbling Training at SMP 3 Bontomannu: Efforts to Improve Basic Technical Skills and Student Confidence Suwardi, Suwardi; Badaru, Benny; Juhanis, Juhanis
Jurnal Perjuangan dan Pengabdian Masyarakat : JPPM Vol. 1 No. 3 (2025): 30 September 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Pejuang Republik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Basketball dribbling training at SMP 3 Bontomannu was designed to develop students' basic technical competencies in ball control and build confidence in playing basketball. This program provides opportunities for students to understand the fundamental principles of dribbling, recognize variations in ball control techniques, learn strategies for applying dribbling in game situations, and develop motor coordination and agility. Through structured and progressive training, it is expected that students can improve ball handling abilities, develop decision-making skills in games, increase physical fitness, and foster sportsmanship and teamwork in the school environment.
Pengembangan Model Teaching Games For Understanding (TGFU) Pendekatan Multiple Games pada Pembelajaran Pendidikan Jasmani Olahraga dan Kesehatan (PJOK) Juhanis, Juhanis; Fatoni, Fatoni; Syafir, Muhammad Isnawan
Seminar Nasional LP2M UNM SEMINAR NASIONAL 2025 : PROSIDING EDISI 5
Publisher : Seminar Nasional LP2M UNM

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Abstract

Abstrak. Penelitian ini bertujuan untuk mengembangkan model pembelajaran Teaching Games For Understanding (TGFU) berbasis Multiple Games yang layak, praktis, dan efektif pada mata pelajaran Pendidikan Jasmani, Olahraga, dan Kesehatan (PJOK) di SMA Negeri 3 Bantaeng. Metode penelitian yang digunakan adalah penelitian dan pengembangan (Research and Development/R&D) dengan tahapan meliputi analisis kebutuhan, perencanaan, pengembangan produk awal, validasi ahli, uji coba terbatas, revisi produk, uji coba lapangan, dan penyempurnaan produk. Subjek penelitian terdiri atas 21 siswa pada uji coba terbatas dan 35 siswa pada uji coba lapangan, serta melibatkan guru PJOK dan pakar pendidikan jasmani sebagai validator. Hasil validasi ahli menunjukkan bahwa model berada pada kategori “sangat layak” dengan skor rata-rata 3,6 dari skala 4. Uji coba terbatas menunjukkan tingkat keterlaksanaan sebesar 85% dan respons positif siswa dengan 80% menyatakan pembelajaran lebih menarik. Pada uji coba lapangan, terjadi peningkatan skor rata-rata pemahaman taktis siswa dari 67,4 (pretest) menjadi 82,8 (posttest) dan keterampilan bermain dari 65,2 menjadi 81,6. Dengan demikian, model TGFU berbasis Multiple Games yang dikembangkan terbukti layak, praktis, dan efektif dalam meningkatkan motivasi, keterlibatan, serta hasil belajar siswa, khususnya pada aspek pemahaman taktis dan keterampilan bermain. Model ini dapat dijadikan alternatif strategi pembelajaran inovatif pada mata pelajaran PJOK di tingkat SMA.Kata Kunci: Teaching Games For Understanding, Multiple Games, PJOK, pengembangan model
Meningkatkan pukulan drive pemain tenis pemula melalui metode pelatihan berbasis koordinasi tangan-mata Nur, Muhammad; Mappaompo, M. Adam; Juhanis, Juhanis; Awal, Asri; Purwanto, Didik
Jurnal SPORTIF : Jurnal Penelitian Pembelajaran Vol 10 No 2 (2024): Jurnal SPORTIF: Jurnal Penelitian Pembelajaran
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/js_unpgri.v10i2.23469

Abstract

The mastery of skills by field tennis players is very important. To master the skills, novice players must practice a lot. In the training process, the right training method is needed so that beginner players can master mastery of field tennis skills such as drive strokes. This study aimed to determine the effectiveness of training methods with hand-eye coordination in improving field tennis drive skills. This study used an experimental method with a 2x3 factorial research design. This study used a purposive sampling technique, so the number of subjects obtained was 60. The research instrument used the Dyer tennis test to determine the skill of field tennis drive shots. Analysis of research data Data analysis in this study used a prerequisite test with Sig> α0.05 and hypothesis testing using the two-way ANOVA test. The results showed that the sig value was 0.004 <0.05, so there was a difference in the effect of training methods in improving field tennis drive shots. It can be concluded that the paired training method is better, with an average value of 45.6, compared to the training method of the ball bounce machine against the wall, and the training method with a thrower, with an average value of 41.3 and 38.7.