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Potensi Atlet E-Sport Sebagai Olahraga Prestasi Rohmad Apriyanto; Olivia Dwi Cahyani; Hasan Saifuddin; Heru Iswanto
Jurnal Pengabdian Masyarakat Indonesia Sejahtera Vol. 3 No. 3 (2024): September: Jurnal Pengabdian Masyarakat Indonesia Sejahtera
Publisher : STAI YPIQ BAUBAU, SULAWESI TENGGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59059/jpmis.v3i3.1648

Abstract

The e-sport branch is very likely to produce professional athletes.  The interests and talents and potential of the community need to be given space and place to match the development of changes in social behavior in the community. Understanding e-sport as an achievement sport needs to be emphasized in order to form positive social values in society. Video games with certain types of genres are now competing in national and international championship competitions. The results of community service socialization of e-sport as an achievement sport for the level of understanding of the youth community in Klampok village are 91.7%, the remaining 8.3% of the community do not know e-sport as an achievement sport. the percentage of people who play video games according to the type of genre competed in the regional / national level e-sport championship event is 32.4%, the remaining 67.7% of the community play video games that are not competed in the regional / national level e-sport competition. People who have participated in good e-sport competitions at the regional / national level are at 20.3%, for gadget specifications that are used adequately in playing e-sport there are 58.3%, social environmental support factors 65.5%, parental support factors 8.3%.
Apa motivasi mahasiswa olahraga dalam mendukung klub sepakbola lokal? Da'i, Mohamad; S, Adi; Apriyanto, Rohmad; Aliriad, Hilmy
Sepakbola Vol 4, No 2 (2024)
Publisher : Research and Social Study Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33292/sepakbola.v4i2.332

Abstract

 Penelitian ini bertujuan untuk menganalisis motivasi penggemar sepakbola terhadap klub yang didukungnya. Berdasarkan literatur sebelumnya, motivasi penggemar klub lokal dari kalangan akademisi belum banyak dikaji. Partisipan dalam penelitian ini adalah mahasiswa Program Studi Pendidikan Jasmani Kesehatan dan Rekreasi (PJKR) Universitas Nahdlatul Ulama Sunan Giri (UNUGIRI). Klub sepakbola yang didukung oleh partisipan adalah Persibo Bojonegoro. Metode penelitian yang digunakan adalah pendekatan kuantitatif dengan instrumen berupa kuesioner yang disebarkan kepada 100 mahasiswa (79 laki-laki, 21 perempuan). Analisis frekuensi, statistik deskriptif, uji t independen, dan ANOVA satu arah digunakan untuk menganalisis data melalui program SPSS. Hasil penelitian menunjukkan bahwa motivasi mahasiswa olahraga dalam mendukung klub lokal meliputi: kebanggaan terhadap tim lokal (35%), kesenangan dan hiburan (25%), ikatan emosional dengan tim (20%), pengaruh teman dan lingkungan sosial (15%), serta kesempatan untuk mengembangkan jejaring sosial (5%). Hasil peneltian ini menambah informasi tentang jenis dan tingkat motivasi penggemar sepakbola di kalangan mahasiswa terhadap klub sepakbola lokal. What motivates sports students to support their local football club? Abstract: This study aims to examine the motivations of football fans in supporting their chosen clubs. Previous literature indicates that the motivations of local club supporters, particularly within academic communities, have received limited attention. The participants in this study were students from the Physical Education, Health, and Recreation Study Program (PJKR) at Nahdlatul Ulama Sunan Giri University (UNUGIRI), with Persibo Bojonegoro as the football club of interest. A quantitative research approach was employed, utilizing a questionnaire distributed to 100 students (79 male, 21 female). Data were analyzed using frequency analysis, descriptive statistics, independent t-tests, and one-way ANOVA using SPSS. The findings reveal that the primary motivations for supporting local football clubs among the students include pride in the local team (35%), enjoyment and entertainment (25%), emotional attachment to the team (20%), peer and social influence (15%), and opportunities to expand social networks (5%). These results contribute to the understanding of football fan motivations within student populations for their local football clubs.
Analysis of Basic Forehand Table Tennis Skills at El-Jiilany Club, Tuban Regency Apriyanto, Rohmad; Cahyani, Olivia Dwi; Yulianto, Dwiki
Journal Coaching Education Sports Vol. 4 No. 1 (2023)
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/tetvb632

Abstract

The training process in developing high-performance athletes is still not optimal as only 3 out of 10 athletes have achieved success. The purpose of this research is to analyze 10 athletes' basic forehand strokes using selected instruments to identify the reasons behind their lack of success in performing the fundamental movements. The research design is descriptive, employing a theory-based approach to collect, analyze, and present the gathered data. This study is quantitative in nature, with a sample size of 10 athletes. A practical test instrument was used for the analysis. The results of the research show the analysis of basic forehand stroke skills, including the initial posture, execution, and final posture, among the athletes at El-Jilany Club in Tuban Regency in 2022. Overall, the analysis indicates that the athletes' basic forehand stroke skills are satisfactory. However, there are still some athletes who demonstrate low skill levels in execution and final posture. The novelty of this research lies in the use of a practical test instrument selected by the researcher to analyze the basic forehand stroke skills of high- performance athletes. Furthermore, the study provides insights into the analysis of basic forehand stroke skills among successful athletes in a specific club, serving as a reference for athlete development in the same or other clubs.
TINGKAT KEMAMPUAN PUKULAN SERVICE PENDEK BACKHAND DAN PUKULAN FOREHAND BULUTANGKIS MAHASISWA PJKR UNUGIRI Apriyanto, Rohmad; Fahrudi, Ahmad; S., Adi; Aliriad, Hilmy; Da'i, Mohamad
Refleksi Edukatika : Jurnal Ilmiah Kependidikan Vol 14, No 2 (2024): Refleksi Edukatika : Jurnal Ilmiah Kependidikan (Juni 2024)
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/re.v14i2.9566

Abstract

The purpose of this study is to determine the level of ability of service punches andbadminton forehand punches of PJKR unugiri class 2020 A students that the skill of service punches and forehand punches of PJKR Unugiri class 2020 A students has a good level of ability. The method used in this research is a quantitative descriptive method with researchinstruments of service punches and badminton forehand punches, demgam the number ofresearch samples as many as 29 students of class 2020 A, The data analysis technique used in this study is descriptive statistics with a percentage formula.The results of the service punch research there are 11 students with a percentage of 40%have good skills and 30% have a very good level of ability, As for the forehand punch,there are 8 students with a percentage of 35% having a very good and good level of ability.
Development of athletic learning media for elementary school students Da'i, Mohamad; Apriyanto, Rohmad; Ningsih, Wahyu; Mellati, Ita Khusnia
Jurnal Maenpo : Jurnal Pendidikan Jasmani Kesehatan dan Rekreasi Vol 14, No 2 (2024): VOLUME 14 NOMOR 2 TAHUN 2024
Publisher : Universitas Suryakancana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/jm.v14i2.4283

Abstract

The problem that faced in athletic learning is the interesting and motivates of athletic learning media, for  students to learn has not been created, especially in the form of Android-based mobile learning. This research aims to develop the Smart Athletic App, and determine the feasibility of the product based on expert validation and usability factors. This type of research is Research and Development (R&D) which uses the ADDIE development model. The subjects of this research are 1 media expert, 1 material expert, and 22 class V students at SDN Sambiroto. The instrument used was aim to  measure product feasibility based on validation and usability factors. The results of this research obtained: (1) Creation of Athletic Smart Apps Products; (2) Feasibility has been well tested in terms of material, media, and usability factors in the "very feasible" category. Expert validation test results: (1) Material Expert of 4.47 is in the range > 4.0 as a result it is "very feasible" category; (2) The Media Expert Validation Score of 4.70 is in the range >4.0 thus dwtwemined "very feasible" category. The usability factor fromfeasibility test result of 6.24 is in the range > 5.5  "very feasible" category.
Development of Augmented Reality based Power Spin Learning Media Assemblr 3D PJBL model for Reaction and Timing Pattern Problems Rohmad Apriyanto; Hilmy Aliriad; Mohamad Da’i; Adi S; Suningsih, Suningsih; Wiji, Aris
Kinestetik : Jurnal Ilmiah Pendidikan Jasmani Vol 8 No 4 (2024): December
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jk.v8i4.38640

Abstract

This research was conducted to find out how the role of augmented reality technology in solving problems in the field regarding reaction patterns and timing in table tennis power spin shot techniques with the PjBL approach. the final product of this research is in the form of 3D augmented reality assemblr technology that can be applied via smartphone by scanning the barcode. The method used is R&D with the development design used is ADDIE. the stages in the model, namely analysis, design, development, implementation and evaluation. Augmented reality assemblr 3D product in the form of a barcode, which there are 6 main menus on the front display. the results of research on the subject of PJKR students in semester III of class 2023 show that augmented reality learning media can be implemented well with the results of testing Assemblr 3D AR (Augmented Reality) learning media obtained an average score of 90.77% with the category (very good). With an indicator of suitability of 89%, understandability of 93.5%, usefulness of 90%, skill development and learning motivation of 91.75 media functionality and convenience of 90%. Based on the results of the augmented reality test, it can be concluded that AR (Augmented Reality) technology is feasible to use as a learning media feasible to use as a medium for learning table tennis UNUGIRI PJKR students.
Pemanfaatan Limbah Plastik untuk Ecobrick sebagai Solusi Peningkatan Kesadaran Pengelolaan Sampah di Kelurahan Balun Rohmad Apriyanto; Eko Arief Cahyono; Kholishatul Lailiyah; M Rizqi Romadloni; Rizqi Ramadhani
JURNAL AKADEMIK PENGABDIAN MASYARAKAT Vol. 3 No. 1 (2025): Januari
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/japm.v3i1.3814

Abstract

Plastic waste is an urgent environmental problem, especially in Balun Village. Inappropriate management can cause serious pollution. To increase public awareness about waste management, activities were held to utilize plastic waste to make ecobricks. Ecobricks is a technique of compacting plastic waste into plastic bottles, producing materials that can be used as building materials or functional items. This activity involves educating and training the public about the negative impacts of plastic waste, the concept of ecobricks, and practical steps for making them. The participatory approach invites people to actively manage their household plastic waste into useful ecobricks. In addition, this activity aims to build collective awareness about the importance of protecting the environment and promoting a sustainable lifestyle. The expected results are changes in community behavior in managing plastic waste, creating useful ecobrick products, and initiating a community-based environmental movement in Balun Village. In this way, this program provides a solution to the plastic waste problem and contributes to strengthening community solidarity and innovation in maintaining environmental sustainability.
PEMULIHAN EKONOMI DIMASA PANDEMI COVID 19 DENGAN INOVASI PENGOLAHAN IKAN LELE MENJADI NUGGET DI DESA KANOREJO TUBAN JAWA TIMUR: Pengabdian kepada Masyarakat Midya Yuli Amreta; Rohmad Apriyanto; Nayla Nur Salsa Biyla
BHAKTI NAGORI (Jurnal Pengabdian kepada Masyarakat) Vol. 2 No. 1 (2022): BHAKTI NAGORI (Jurnal Pengabdian kepada Masyarakat) Juni 2022
Publisher : LPPM UNIKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (509.382 KB) | DOI: 10.36378/bhakti_nagori.v2i1.2444

Abstract

Budidaya ikan lele yang tadinya menjadi salah satu mayoritas mata pencaharian warga Desa Kanorejo, Kecamatan Rengel, Kabupaten Tuban menjadi minim karena musibah banjir yang melanda tahun 2018 silam. Banyak ikan lele yang hanyut dan menyebabkan para peternak ikan lele mengalami kerugian besar sehingga sebagian besar dari mereka memilih untuk tidak meneruskan menernak ikan lele kembali. Kuliah Kerja Nyata (KKN) UNUGIRI dalam mengimplementasikan program kerja pengabdian kepada masyarakat memiliki sebuah inovasi bagi para peternak ikan lele yang masih melanjutkan bisnisnya untuk menambah nilai ekonomis dari ikan lele itu sendiri, bukan hanya dijual secara langsung kepada konsumen atau di pasarkan tanpa adanya pengolahan, namun dengan cara memberikan sosialisasi tentang gizi ikan lele dan pelatihan pengolahan lele menjadi Nugget bagi para ibu-ibu PKK, Muslimat, Fatayat, IPPNU, karang taruna, serta ibu-ibu RT desa Kanorejo. Kegiatan ini bertujuan untuk meningkatkan kreativitas warga desa Kanorejo dalam memanfaatkan ikan lele sehingga meningkatkan nilai ekonomisnya. Hasil dari sosialisasi dan pelatihan ini adalah adanya penambahan pengetahuan tentang kandungan gizi dan kreativitas olahan ikan lele serta dapat menjadi inovasi untuk peluang usaha dalam pemulihan ekonomi di masa pandemi Covid-19 di desa Kanorejo.
Menghidupkan kembali warisan budaya: penguatan nilai sosial melalui permainan tradisional di masyarakat desa Priadana, Benny Widya; Aliriad, Hilmy; Apriyanto, Rohmad; Nurilfaza, Achmad; Tauchid, Ahmad
Jurnal SOLMA Vol. 14 No. 1 (2025)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

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

Abstract

Background: Pesatnya perkembangan teknologi dan modernisasi dalam beberapa dekade terakhir telah menyebabkan pergeseran pola hiburan di kalangan anak-anak dan remaja. Permainan digital dengan grafis canggih dan fitur interaktif telah mendominasi perhatian generasi muda, sehingga permainan tradisional mulai terpinggirkan. Ancaman terhadap kelestarian permainan tradisional ini tidak hanya mengkhawatirkan dari sisi budaya, tetapi juga berdampak pada hilangnya nilai-nilai sosial yang terkandung di dalamnya. Kegiatan ini bertujuan menghidupkan kembali permainan tradisional sebagai upaya melestarikan warisan budaya dan memperkuat nilai sosial di masyarakat desa. Permainan tradisional Gobak Sodor, Benthik, Boi-boian, Bentengan, dan Gangsing tidak hanya menjadi hiburan tetapi juga sarana pembelajaran nilai-nilai kebersamaan, kerja sama, kejujuran, dan kreativitas. Metode: Langkah kegiatan meliputi sosialisasi, pelatihan, pembuatan alat, penyelenggaraan perlombaan, dokumentasi, dan evaluasi. Setiap tahap dirancang untuk melibatkan masyarakat lokal secara aktif, terutama generasi muda, dalam memahami dan mempraktikkan nilai-nilai yang terkandung dalam permainan tradisional. Hasil: Kegiatan ini berhasil menghidupkan kembali permainan tradisional di desa dengan melibatkan berbagai kelompok masyarakat. Permainan seperti Gobak Sodor (Chasing Game), Bentengan (Fortress Game), dan Gasing (Spinning Tops) menjadi media edukasi sosial yang efektif. Dokumentasi menunjukkan bahwa partisipasi aktif masyarakat meningkat, solidaritas sosial terbangun, dan kebanggaan terhadap budaya lokal semakin tinggi
The Application of Mixed Reality Technology in The 5.0 Era Learning Pencak Silat to Support The Independent Curriculum Dai, Mohamad; Apriyanto, Rohmad; Kaito, Ishimoto; Dwi Yusrowatin, Choiriya; Suningsih, Suningsih
Journal of Sport Science and Education Vol 9 No 2 (2024)
Publisher : Faculty of Sport and Health Sciences

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jossae.v9n2.p121-131

Abstract

Pencak silat, as a cultural heritage and traditional sport of Indonesia, holds high cultural, spiritual, and physical skill values. One of the promising technologies in the 5.0 era to be applied in supporting the Independent Curriculum is Mixed Reality (MR). This research aims to develop and test the application of MR technology in the learning of pencak silat to support the Independent Curriculum in the 5.0 era. Using the Research and Development (R&D) method, this study goes through several stages, including needs analysis, product development, product design, development, implementation, and finally evaluation. The developed MR application allows students to learn the movements of pencak silat virtually in an interactive environment. The research results indicate a significant improvement in students' abilities. The average pretest score of 60.35 increased to 85.45 on the posttest after the use of the MR application, demonstrating an enhancement in students' understanding and skills. In addition, the results of the validation tests by material and media experts are both in the "Very Good" category, indicating that this MR application is suitable for use in learning. This technology also supports more flexible learning in accordance with the principles of the Independent Curriculum, which emphasizes differentiated learning, although there are challenges regarding infrastructure readiness and teacher training.