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TES KESEGARAN JASMANI MAHASISWA PUTRI PROGRAM STUDI PGMI SEMESTER II STAINU TEMANGGUNG Al Hakim, Muhammad Fadloli
COMPETITOR: Jurnal Pendidikan Kepelatihan Olahraga Vol 11, No 2 (2019): Juni
Publisher : UNIVERSITAS NEGERI MAKASSAR

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (506.591 KB) | DOI: 10.26858/com.v11i2.13381

Abstract

This study aims to determine the level of physical fitness of female college student in the second semester of PGMI STAINU Temanggung, amounting to 25 people. The method of this research is to use quantitative descriptive methods. While the data collection technique uses tests, the instrument used in this study is in the form of the Indonesian Physical Freshness Test (TKJI). Data analysis techniques using the percentage formula. The results showed that of 25 PGMI students in the second semester of the 50 meter running test with a score of 3 (moderate), a bent elbow hanging test with a value of 2 (less), a reclining sitting test value of 3 (moderate), a vertical jump test with a value of 3 (moderate), and finally the 600 meter test run with a score of 3 (moderate). The conclusion is that PGMI female college student in the second semester of STAINU Temanggung have a physical fitness level with a total of 14 in the medium category.
Analisis Kebutuhan Pengembangan Game Edukasi Berbasis Olahraga Pada Mata Pelajaran PJOK Kelas V MI Se-Kecamatan Kedu Al Hakim, Muhammad Fadloli; Maratussolichah, Maratussolichah
Journal of Exploratory Dynamic Problems Vol. 1 No. 3 (2024)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edp.v1i3.74

Abstract

Analisis yang telah dilakukan oleh peneliti di MI se-Kecamatan Kedu dapat disimpulkan guru PJOK belum menggunakan media apapun dalam pembelajarannya. Padahal dengan adanya media guru pendidikan jasmani, olahraga dan kesehatan (PJOK) akan sangat terbantu, selain itu ketika menjelaskan materi dengan media siswa akan lebih tertarik mendengarkan penjelasan dari guru. Jenis penelitian ini adalah penelitian survey dengan tujuan untuk memperoleh analisis kebutuhan game edukasi dengan mengumpulkan informasi - informasi tentang kebutuhan pengembangan media pembelajaran berbasis game seperti, komponen apa saja yang terdapat di dalam media pembelajaran berbasis game, jenis permainan seperti apa, dan lain sebagainya. Hasil riset didapatkan dari 20 guru dan 30 siswa sampel di Kabupaten Temanggung. Berdasarkan temuan riset dan pembahasan, kebutuhan siswa terhadap pengembangan game edukasi berbasis olahraga MI/SD dari ke-15 kategori didapatkan simpulan sangat membutuhkan dengan rincian paling tinggi pada masing-masing aspek, karena dari 15 aspek, pada kategori sangat membutuhkan terdapat 11 aspek, cukup membutuhkan 4 aspek, dan kurang membutuhkan 0 aspek. Sedangkan pada kebutuhan guru terhadap pengembangan game edukasi berbasis olahraga pada mata pelajaran PJOK didapatkan data dari ke-15 kategori, pada kategori sangat membutuhkan mendapatkan 15 aspek, kategori cukup membutuhkan 0 aspek, dan kurang membutuhkan 0 aspek. Berdasarkan paparan di atas, maka analisis kebutuhan siswa dan guru terhadap pengembangan game edukasi berbasis olahraga pada mata pelajaran PJOK urgen dilakukan karena kebutuhan siswa mendapatkan 11 skor terbanyak dan kebutuhan guru mendapatkan 15 skor terbanyak dari 15 aspek.
PEMBERDAYAAN GURU PJOK DALAM MENGEMBANGKAN GAME EDUKASI BERBASIS OLAHRAGA MELALUI WONG GEMAS Al Hakim, Muhammad Fadloli; Mar’atussolichah, Mar’atussolichah; Khusnaeni, Rizal
Insanta : Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 1 (2025): INSANTA: JURNAL PENGABDIAN KEPADA MASYARAKAT, Volume 3 Nomor 1, Januari 2025
Publisher : LPP ARROSYIDIN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61924/insanta.v3i1.46

Abstract

Di era serba digital ini, seorang guru juga harus menyesuaikan situasi dan kondisi. Terlebih pada aspek mengajarnya, karena siswa MI/SD sekarang sudah mengenal aplikasi-aplikasi digital yang memudahkan mereka untuk mencari informasi, akan tetapi jika mereka menyalahgunakan gadget tersebut, maka yang akan terjadi akan berdampak negatif bagi siswa itu sendiri. Atas dasar hal tersebut diatas, peneliti ingin membuat sebuah inovasi pembelajaran, khususnya di mata pelajaran PJOK. Metode kegiatan pengabdian pada masyarakat ini yaitu Praktek Pengembangan Masyarakat (Community Development Practice). Pertama, Mulai. Kedua, pembentukan tim. Ketiga, perumusan tujuan. Keempat, identifikasi stakeholders. Kelima, pengumpulan dan analisis kebutuhan. Keenam, penentuan prioritas solusi masalah. Ketujuh, persiapan. Kedelapan, implementasi. Kesembilan, pendampingan. Kesepuluh, review dan evaluasi. Kesebelas, penentuan kebutuhan dan sasaran baru. Keduabelas, selesai / final. Pada tahap ini pengabdi membuat laporan akhir pengabdian. Pengabdian kepada Masyarakat Pembedayaan Guru PJOK melalui Workshop Game Edukasi (Wong Gemas) sangat bermanfaat untuk para peserta. Hal tersebut dapat dilihat dari antusiasnya para para peserta dalam mengikuti workshop tersebut. Pembelajaran PJOK di MI/SD memang masih minim inovasi media pembelajaran. Guru PJOK dalam hal ini menjadi penentu sukses tidaknya tujuan pembelajaran itu sendiri. Workshop ini diharapkan dapat membangkitkan semangat mengajar para guru PJOK, dan minimal mereka menyadari bahwa ternyata membuat game edukasi tidak sesulit yang mereka kira. Game edukasi ternyata mudah dibuat dengan memasukkan beberapa unsur sesuai tema yang dipilih.
Mr PENDAMPINGAN BELAJAR ANAK MI/SD DENGAN PENDEKATAN FUN LEARNING DI TPQ AL BAROKAH SEKERIKIL KELURAHAN PARAKAN KAUMAN DENGAN METODE ABCD: PENDAMPINGAN BELAJAR ANAK MI/SD DENGAN PENDEKATAN FUN LEARNING DI TPQ AL BAROKAH SEKERIKIL KELURAHAN PARAKAN KAUMAN DENGAN METODE ABCD prada, yoga; wildan, Mukhamad Khouf; Pratiwi, Fenika; Rizky Mafaza, Dania; Al Hakim, Muhammad Fadloli
Jurnal ABDI: Media Pengabdian Kepada Masyarakat Vol. 10 No. 2 (2025): JURNAL ABDI : Media Pengabdian Kepada masyarakat
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/abdi.v10i2.38450

Abstract

Children's cognitive development involves progressive learning processes such as attention, memory or recall, and logical thinking.Learning assistance is a guidance process that aims to help children understand subject matter, complete tasks, and increase learning motivation through a personalized and contextual approachThe Asset Based Community Development (ABCD) method is a community-based development approach that focuses on exploring and utilizing local assets or potential to create sustainable change. This method involves structured stages that include discovery, dream, design, define, and destinyThe discovery stage is the first step to recognize the potential and strengths of TPQ Al Barokah, both in terms of students and programs that are already running Through the Dream stage, children are encouraged to feel more involved in the learning process at TPQ. The Design stage is designed to strengthen children's understanding of Islamic material. One of the activities is Islamic educational games that focus on fasholatan - The ABCD method can be effectively applied to support the learning assistance program for MI / SD children at TPQ Al Barokah - The fun learning approach is able to significantly increase santri involvement in the learning process at TPQ Al Barokah. By combining fun, interactive and experiential activities
Yoga Batu-Q: Game Edukasi Kearifan Lokal Temanggung Pembelajaran Tajwid Waqaf Washal Kelas 5 SD/MI Prada, Yoga Dwi; Al Hakim, Muhammad Fadloli; Ibda, Hamidulloh
Jurnal Edutrained : Jurnal Pendidikan dan Pelatihan Vol 9 No 1 (2025): Jurnal Edutrained : Jurnal Pendidikan dan Pelatihan
Publisher : Balai Diklat Keagamaan Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37730/edutrained.v9i1.419

Abstract

The lack of development of educational games with local wisdom in learning Al-Quran tajweed material, especially the reading laws of waqof and washal for grade 5 SD / MI students. This research aims to analyze the needs of students and teachers for the development of the Batu-Q game, and test the feasibility of the Batu-Q game with Temanggung local wisdom. The type of Research and Development (RnD) with ADDIE method type Robert Maribe Branch. This research was conducted at 34 MI / SD, and 1 MI as a limited scale trial. The data collection technique used a needs analysis questionnaire, feasibility test questionnaire, and document study. Data analysis techniques were carried out using quantitative and qualitative interpretative analysis techniques. The research findings state that the development of the Batu-Q game was carried out with ADDIE stages which obtained a game with an attractive profile for learning Al-Quran in the aspects of waqof and washal in grade 5 SD / MI. The results of the needs of Batu-Q game development from the student element get a score of 85.20%, and the teacher element gets a score of 83.20% which means it is in great need. The game feasibility test results from game media experts get a score of 97.5%, the test results of local wisdom material experts get a score of 90%, and from Al-Quran material experts get a score of 90% which shows the Batu-Q game is feasible to implement. This research is limited to the Batu-Q game for grade 5 SD / MI, and is limited only to waqof and washal reading material. Future research needs to be done to develop more innovative educational games to answer the challenges of the times.
Internalisasi Nilai-Nilai Pendidikan Agama Islam Dalam Mata Pelajaran PJOK Di Madrasah Ibtidaiyah Al Mujahidin Kedu Al Hakim, Muhammad Fadloli
Jurnal Ilmiah Citra Ilmu Vol 1 No 2 (2021): Jurnal Ilmiah Citra Ilmu: Kajian Kebudayaan dan Keislaman
Publisher : Institut Islam Nahdlatul Ulama Temanggung

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

Abstract

ABSTRACT Education in Indonesia in the last decade has reaped many problems, one of which is the decay of the morals of the younger generation and this is an important discussion that deserves our attention. The essence of the purpose of Islamic Religious Education in general is to form students so that they become problems, so there needs to be a breakthrough, one of which is starting the internalization of Islamic religious education values ​​in PJOK subjects in the classroom and outside the classroom, especially PJOK subjects. This study uses a descriptive qualitative approach. The results showed that (1) the process of internalizing the values ​​of Islamic religious education in PJOK subjects at MI Al Mujahidin was carried out in several stages: a) the value transformation stage, b) the value transaction stage, c) the transliteration stage. In this transliteration stage there is a need stage, namely the stage where students will feel the need if it is not carried out and the evaluation stage is to see how far the values ​​of Islamic religious education are carried out in their daily lives. (2) Internalized Islamic religious education values ​​are aqidah, morals, fiqh (3) The results of internalizing Islamic religious education values ​​in PJOK subjects at MI Al Mujahidin are the formation of students who are physically and mentally healthy and have personal religious ones. In the internalization of PAI values, there are three aspects, namely physical aspects, spiritual aspects, and spiritual aspects. The three of them are mutually sustainable in order to form students who are physically and mentally healthy and have good morals. Keywords: Internalization, Islamic Religious Education Values, PJOK Lessons
Benkangen game: Digital media in elementary school Indonesian language Mar’atussolichah, Mar’atussolichah; Ibda, Hamidulloh; Al Hakim, Muhammad Fadloli; Faizah, Faizah; Aniqoh, Aniqoh; Mahsun, Mahsun
Journal of Education and Learning (EduLearn) Vol 18, No 2: May 2024
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/edulearn.v18i2.21091

Abstract

The background of this research is the need for teacher innovation in developing digital-based learning media in Indonesian language learning. The research method used is research and development (RD) with the analysis, design, develop, implement, and evaluate (ADDIE) model, which consists of five research stages: analysis, planning, development, implementation, and evaluation. Data collection techniques are questionnaires, in-depth interviews, observations, and documentation that present the results regarding innovation, features, applications, and the impact of using the benkangen game in learning Indonesian in elementary school. The subjects of this study were 25 teachers from 25 elementary schools, and 66 students from 10 elementary schools in Magelang district and Magelang city. The results showed innovation in the development of game applications based on Magelang local wisdom with game features in the form of puzzles of Magelang culture and local wisdom, Indonesian language learning materials packaged in the form of questions accompanied by the number of points in each answer, and audio that reflects local wisdom in Central Java. The novelty of this research is the development of the benkangen game based on Magelang local wisdom, which still needs to be developed by teachers in Indonesia. Future research needs to explore the innovation of Indonesian language learning games through the latest software.