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Kontribusi Kondisi Fisik Terhadap Kemampuan Servis Bawah Dalam Permainan Bolavoli La Kamadi
Journal Coaching Education Sports Vol. 1 No. 2 (2020): November 2020
Publisher : Program Studi Pendidikan Kepelatihan Olahraga Fakultas Ilmu Pendidikan Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/jces.v1i2.369

Abstract

This type of descriptive research which is contributive which aims to determine the strength of the arm muscles, hand eye coordination and balance of the ability to serve under volleyball in students of SMP Negeri 2 Balocci, Pangkep Regency. Student population of SMP Negeri 2 Balocci, Pangkep Regency, as many as 30 samples. The data were collected using the arm muscle strength test instrument (Push Up per 30 seconds), hand eye coordination test, dynamic balance test and volleyball under-serve ability test. The results of the study: 1) There is a significant and linear contribution of arm muscle strength to the ability to serve under volleyball of = 44.70% with a regression coefficient of α = 0.344 (P = 0.000). 2) There is a significant and linear hand-eye coordination contribution to the ability to serve under volleyball by 31.80% with a regression coefficient of α = 0.735 (P = 0.000). 3) There is a significant and linear balance contribution to the ability to serve under volleyball of = 55.20% with a regression coefficient of α = 0.140 (P = 0.000). 4) There is a significant and linear contribution of the combination of arm muscle strength, hand eye coordination, and balance to the ability to serve under volleyball by 98.90% with F = 795,684 (P = 0,000) and the regression equation Y = 17.304 + 0.344 X1 + 0.727 X2 - 0.133 X3.
Gamification Learning Framework for Improving Students' Learning Motivation Yurissa, Putri Norma; La Kamadi; Haeruddin, Sofyan
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 2 (2022): March
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (909.998 KB) | DOI: 10.51574/ijrer.v1i2.285

Abstract

The Covid-19 pandemic necessitates full virtual or online learning by educational entities. Students' excitement for studying decreases throughout online learning, making them appear inactive during the learning process. The goal of this study is to see if using gamification in virtual learning may boost students' enthusiasm to learn. This type of study employs classroom action research with a total of 93 students from class IV at MIN 3 Jombang in the odd semester of the 2021/2021 academic year. Questionnaires and observations were employed to obtain data. A questionnaire was employed to conduct this study. Descriptive quantitative data analysis was utilized to analyze the data. The percentage of typical class students' learning motivation increased from 77.84 percent in the first cycle to 90.32 percent in the second cycle, meeting the study's 80 percent success threshold. According to the findings, the use of gamification in learning could improve the learning motivation of fourth-grade students at MIN 3 Jombang.
Efforts to Improve Achievement of Middle-School Students in Lower Passing Volleyball Games Through Wall Media Saputra, Eeng Diah; La Kamadi; Haeruddin, Sofyan
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 3 (2022): June
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v1i3.302

Abstract

This study aims to describe the planning, implementation, observation, reflection, and application of wall media in an effort to improve the learning outcomes of down passing in volleyball games for seventh-grade students at MTSN 4 Banyuwangi. This research consists of two cycles. In each cycle, there are four stages, namely planning, implementation, observation, and reflection. The data of this research is the ability to pass down as psychomotor data and the value of practice questions as cognitive value and observation as affective value. The subjects of this study were students of class VII MTSN 4 Banyuwangi, as many as 30 students, with details of 13 male students and 17 female students. Based on the results of the quantitative analysis of the data on the bottom passing learning outcomes, it shows that the students who completed the first cycle were 14 people, with a percentage of 46%, while the number of students who completed the second cycle was 28 people, with a percentage of 93%. Based on the results of this study, it can be concluded that the learning of under passing through the wall media can improve the learning outcomes of under passing in the volleyball game for class VII MTSN 4 Banyuwangi students.
The Use of Learning Videos to Motivate Elementary School Students to Learn Football Game Materials Rohman, Arifur; La Kamadi; Sofyan Haeruddin
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 3 (2022): June
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v1i3.306

Abstract

This study tries to ascertain whether using video in the classroom can boost students' motivation to learn about soccer game content. This kind of study employs classroom action research with a subject population of 78 students in class VI at MI Salafiyah Sempu during the odd semester of the 2021–2022 academic year. A questionnaire and observational methods are employed to obtain the data. Quantitative descriptive data analysis is the method of data analysis that is used. The average class student's learning motivation increased as a result of the processing of the research data, rising from 76.82 percent in the first cycle to 90.16 percent in the second, and meeting the study's success threshold of 80 percent. Based on the study's findings, it was determined that using video to teach seventh-grade students at MI Salafiyah Sempu about soccer in the odd semester of the 2021–2022 academic year may boost their enthusiasm to learn. Therefore, as a suggestion that the use of video learning can increase student motivation.
Improving Student Learning Outcomes By Modifying Baseball Props In The Shot Put Learning Purnomo, Ariyanto Dwi; La Kamadi; Sofyan Haeruddin
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 3 (2022): June
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v1i3.309

Abstract

Research on the use of baseball as a modified prop in the shot put material aims to make it easier for students to practice shot put at MI Nurul Hidayah Patemon. The data collection method used is the questionnaire or questionnaire method. The data analysis technique used is descriptive quantitative data analysis. Based on the results of research data processing which shows an increase in the percentage of the average score of fourth-grade students' learning motivation, which is 75.35% in the first cycle and increases to 88.25% in the second cycle, and has met the success criteria of this study, namely 80%. Based on the results of the study, it was concluded that the modification of teaching aids with baseball in the learning of shot put material could increase the learning spirit of the fourth-grade students of MI Nurul Hidayah Patemon in the Odd Semester of the 2021–2022 Academic Year.
Exploring Students' Academic Achievement in Basketball Learning: Simple Game Modifications for Primary School Students Budi, Agung Prasetyo; La Kamadi; Haeruddin, Sofyan
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 4 (2022): September
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v1i4.313

Abstract

Research on the use of simple games as modifications in basketball materials aims to make it easier for students to practice basketball at Mi plus Raudlatul Muta'allimin. The available methods are very limited with the number of students, as many as 35 people in class V, making learning with basketball materials a little difficult. The data collection method used is the questionnaire method. The data analysis technique used is quantitative descriptive data analysis. Based on the results of data analysis shows that there is a decrease in student academic achievement in learning basketball by -6.58%. So it can be said that there is no effect of modified basketball game on student achievement in basketball learning. In addition, the results of hypothesis testing show that the value of Sig = 1.019 ≥ α = 0.05. This means that H0 is accepted and Ha is rejected, so that there is no effect of the modified basketball game on the academic achievement of the fifth-grade students of MI Plus Raudlatul Muta'allimin. As a suggestion, further research is needed on the effect of modified basketball games on academic achievement in basketball learning.
Efforts to Improve the Quality of Movement Activities of Physical Education, Sports and Health, During the Covid-19 Pandemic Setyawan, Pradibta Buyung; La Kamadi; Haeruddin, Sofyan
ETDC: Indonesian Journal of Research and Educational Review Vol. 2 No. 1 (2022): December
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v2i1.315

Abstract

The COVID-19 pandemic has changed our lifestyles. One of them is the world of education. The learning process is hampered, but new innovations emerge in the world of education that indirectly direct education in a more advanced direction by incorporating the world of information and communication technology into education through technological pedagogical content knowledge. Learning currently uses more online learning that utilizes technology, especially internet networks, and reduces the movement activities of students while learning. Physical Education, Sports, and Health are the most challenged by network learning due to the emphasis on movement activities, whereas network learning is more like having students sit in front of the electronic devices used. This also causes a decrease in the value of psychomotor movements. Even if learning is carried out face-to-face, several obstacles are encountered, especially the limited time for face-to-face meetings at school, forcing educators to condense the material to be delivered. In practice, learning with very limited time in the field so as to get students' psychomotor scores for student worksheets requires students to make video recordings in accordance with the material being taught. The main objective of this subject for elementary school age is to increase students' movement activities.
Efforts to Improve the Physical Fitness of MI Students Through Traditional Games Fort Rizki, A'an Taufik; La Kamadi; Sofyan Haeruddin
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 4 (2022): September
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v1i4.329

Abstract

This research aims to: (1) describe the application of the traditional game of Bentengan in physical education learning for class V students of MI Ngingas Salamrejo, Trenggalek Regency; and (2) describe the application of the traditional game of Bentengan to improve the fitness of class V students of MI Ngingas Salamrejo, Trenggalek Regency. This type of research uses a Classroom Action Research design. This research was conducted in two cycles, with each cycle consisting of one meeting. Meanwhile, data collection techniques use observation, field notes, documentation, and tests. The results of the research show that the application of the traditional game Bentengan in physical education class V learning at MI Ngingas Salamrejo, Trenggalek Regency, can be well implemented. This proves that in each cycle, the indicators can be achieved well according to the RPP created, namely the average score obtained at 79% in cycle I and increasing to 83% in cycle II. When applying the traditional game of fortification, the average score obtained in cycle I was 98% and increased to 100% in cycle II. Implementing the traditional game of fortification can improve students' fitness. This is also evident from the average student fitness of 86% in cycle I and increasing to 90% in cycle II.
PKM Pelatihan Senam Kardio Dalam Meningkatkan VO2max pada Pemain SSB Syekh Yusuf U_17 Kabupaten Gowa Irfan; La Kamadi; Ramli; M Imran Hasanuddin; Achmad Karim
Jurnal Bina Pengabdian Kepada Masyarakat Vol 4 No 2 (2024): Jurnal Bina Pengabdian Kepada Masyarakat
Publisher : Sekolah Tinggi Olahraga dan Kesehatan Bina Guna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55081/jbpkm.v4i2.2589

Abstract

Masalah pengabdian kepada masyarakat ini, adalah sebagai berikut: 1) Pemain SSB Syekh Yusuf belum mengetahui senam kardio dalam meningkatkan VO2max. Pengabdian kepada masyarakat ini dilakukan dengan tujuan untuk: 1) meningkatkan pengetahuan (teoritis) bagi pemain tentang senam kardio dalam meningkatkan VO2max. 2) untuk dapat meningkatkan keterampilan bagi pemain tentang senam kardio dalam meningkatkan VO2mas dalam permainan sepakbola usia dini. Kegiatan program pengabdian kepada asyarakat ini dibagi atas dua kegiatan yaitu: 1) kegiatan penjelasan secara teori dilakukan selama satu hari yaitu menjelaskan cara pelaksanaan senam kardio dalam meningkatkan VO2max, dan 2) kegiatan praktek, dilakukan selama 5 hari untuk mempraktekan secara langsung senam kardio dalam meningkatkan VO2max. Hasil pengabdian kepada masyarakat menunjukkan bahwa: 1) peserta dapat menerima materi dengan semangat dan kemauan yang antusias, sehingga dapat diserap oleh pemain dengan baik dan mampu dipraktekan dengan baik. 2) motivasi peserta cukup tinggi mengikuti pelatihan senam kardio dalam meningkatkan VO2max. 3) peserta menyadari bahwa materi yang diberikan merupakan tambahan pengetahuan dan keterampilan yang sangat bermanfaat bagi mereka untuk melakukan peningkatan prestasi olahraga sepakbola pada jenjang usia dini.
Sosialisasi Model Latihan Skifa Untuk Pengurus IPSI Polewali Mandar Fahrizal; Ikadarny; M. Imran Hasanuddin; Achmad Karim; La Kamadi
Jurnal Bina Pengabdian Kepada Masyarakat Vol 5 No 1 (2024): Jurnal Bina Pengabdian Kepada Masyarakat
Publisher : Sekolah Tinggi Olahraga dan Kesehatan Bina Guna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55081/jbpkm.v5i1.3398

Abstract

Kegiatan pengabdian ini bertujuan untuk memperkenalkan model latihan SKIFA (Sistem Komprehensif Instrumen dan Formasi Aksi) kepada pengurus Ikatan Pencak Silat Indonesia (IPSI) di Polewali Mandar. Model ini dirancang untuk meningkatkan keterampilan tendangan pesilat melalui pendekatan yang terstruktur dan terukur. Kegiatan pengabdian berlangsung selama empat bulan, dengan melibatkan 30 peserta yang terdiri dari pengurus IPSI dan pelatih pencak silat. Metode yang digunakan dalam kegiatan ini mencakup ceramah, demonstrasi, diskusi, dan evaluasi. Evaluasi dilakukan untuk mengukur peningkatan akurasi tendangan, keseimbangan, dan kecepatan reaksi peserta. Hasil kegiatan menunjukkan bahwa 80% peserta berhasil meningkatkan akurasi tendangan, terutama dalam latihan tendangan pada sasaran (Kick On Target Train). Selain itu, 75% peserta mengalami peningkatan dalam keseimbangan dan kelincahan setelah menjalani latihan tendangan bayangan (Kick Shadow Train). Sebanyak 70% peserta menunjukkan peningkatan kecepatan reaksi terhadap serangan lawan melalui latihan berpasangan (Sparring Partner). Model latihan SKIFA terbukti efektif dalam membantu peserta menguasai teknik tendangan secara sistematis, serta meningkatkan keterampilan fisik dan mental mereka.