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Anxiety level before and during the match of uhamka pencak silat athletes Rizal, Bayu Thomi; Kasriman, Kasriman
Jurnal Maenpo : Jurnal Pendidikan Jasmani Kesehatan dan Rekreasi Vol 12, No 1 (2022): VOLUME 12 NOMOR 1 TAHUN 2022
Publisher : Universitas Suryakancana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/jm.v12i1.2216

Abstract

This study aims to determine the description and differences in the level of anxiety of athletes before and during the match. The sample in this study were 33 pencak silat athletes from Tapak Suci Uhamka who had participated in National, International events, or who had carried out tryouts. Sampling using total sampling technique. Data collection was carried out with an anxiety test instrument, the implementation of filling out a questionnaire using Google Form. The research method used in this research is descriptive qualitative survey method. Data analysis was carried out in several stages, namely (1) data reduction, (2) data presentation, and (3) data verification and then analyzed using percentage descriptive analysis technique. For the results of the data obtained by 22.22% indicators before the game, and 28.28% on indicators during the game. This study concluded that the anxiety of the pencak silat athlete Uhamka was influenced by two indicators, namely before and during the match. Anxiety that arises during the match affects the pencak silat athlete of Tapak Suci Uhamka in the match more than the anxiety that arises before the match.Key words: Anxiety, Pencak Silat, Tapak Suci.
Pengaruh Model Contextual Taching and Learning (CTL) terhadap Motivasi Belajar PPKn Siswa Sekolah Dasar di SD Rafzan, Rafzan; Rizal, Bayu Thomi; Roswati, Ratu Diana
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 6, No 5 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v6i5.7635

Abstract

Motivasi belajar mendorong siswa mengembangkan semangat belajar, memanfaatkan daya intrinsik siswa untuk belajar, dan membimbing aktivitas siswa. Motivasi belajar siswa pada pembelajaran PPKn terkesan menurun, hal ini disebabkan pelajaran PPKn yang mencakupi materi yang luas dan abstrak. Maka, perlu model belajar yang ampuh dalam menstimulus siswa untuk membangun motivasi belajar. Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran contextual teaching and learnig terhadap motivasi belajar PPKn siswa SDN Tengah 01 Pagi. Metode penelitian yang digunakan adalah metode penelitian kuantitatif experimen dengan Quasi Eksperimental Design. Teknik analisis data menggunakan statistic parametrik (analisis komparatif). Hasil uji hipetesis terdapat pengaruh yang signifikan antara kelas yang belajar menggunakan model pembelajaran contextual teaching and learning dan kelas yang belajar tanpa model pembelajaran contextual teaching and learning. Hal ini di peroleh rhitung 0,769 > rtabel 0,05 maka dapat dikatakan varians, Equal varians assumed memiliki nilai Sig. (2-tailed) sebesar rhitung 0,000 < rtabel 0,05, maka Ha diterima dan dapat di katakan motivasi peserta didik berpengaruh signifikan, yang menyatakan bahwa adanya pengaruh yang signifikan menggunakan model contextual teaching and learning terhadap motivasi belajar PPKn siswa sekolah dasar di SDN tengah 01 pagi.
Permainan Bola Bakar terhadap Hasil Belajar Gerak Dasar Manipulatif Siswa Kelas V di SDN Kramat Jati 02 Pagi Ramdani, Devita Rizki; Rizal, Bayu Thomi
Gelanggang Olahraga: Jurnal Pendidikan Jasmani dan Olahraga (JPJO) Vol 8 No 2 (2025): Gelanggang Olahraga: Jurnal Pendidikan Jasmani dan Olahraga
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/jpjo.v8i2.11606

Abstract

The objective of this research is to investigate the impact of the burning ball game on the learning outcomes of fundamental manipulative movements among fifth-grade students at SDN Kramat Jati 02. This study employs a Quasi-Experimental quantitative research approach, utilizing a Posttest Only Design framework. The sample used in this research is a saturated sample. To assess validity, the point biserial correlation formula was applied to 40 multiple-choice questions, resulting in 35 valid questions and 5 invalid ones. Reliability testing, conducted using the KR-20 formula, yielded a result of r_count > r_table, specifically 0.628 > 0.361, indicating that the data is reliable. Further data analysis involved a normality test using the Liliefors test, where post-test results for the experimental class showed L_0 < L_1 (0.160 < 0.161) and for the control class, L_0 > L_1 (0.137 < 0.161), suggesting that both datasets are normally distributed. The homogeneity test, performed using Fisher's test, indicated F_count < F_table (1.019 < 1.8583), confirming homogeneity in the variance distribution of the group data. Conclusion, Hypothesis testing via the t-test revealed that r_calculated > t_table (9.26 > 2.002), leading to the rejection of H_0 and acceptance of H_1. Key Word : learning outcomes, the burning ball game, sports education
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/pendekar.v8i2.30637

Abstract

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.
The Effect of Learning Basic Volleyball Passing Techniques Using The Playing Method on Physical Education Learning Outcomes Azi Alam Sudrajat; Rizal, Bayu Thomi
Halaman Olahraga Nusantara : Jurnal Ilmu Keolahragaan Vol. 8 No. 2 (2025): Halaman Olahraga Nusantara (Jurnal Ilmu Keolahragaan)
Publisher : Universitas PGRI Palembang

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

Abstract

This study aims to determine the effect of learning basic volleyball passing techniques using the playing method on physical education learning outcomes in grade IV students at SDN Dukuh 08 Pag. Learning basic passing techniques with the play method is an active approach that involves students in game activities that are fun, directed, and in accordance with motor development. This method not only focuses on mastering movement techniques, but also fosters motivation, cooperation, and coordination of students' movements. The learning outcomes of physical education in this study include cognitive, affective, and psychomotor domains, especially in volleyball upper and lower passing skills. This study uses a quantitative approach with quasi-experimental methods and posttest-only control group design. The research sample consisted of 60 grade IV students who were divided into two groups: the experimental class that received learning using the play method, and the control class that received conventional learning. The data collection instrument used an observation sheet consisting of 6 aspects and 18 indicators of upper and lower passing techniques, with an assessment scale of 1–5. The validity of the instrument was consulted with a physical education expert, but the reliability was not tested. Data analysis was carried out using normality tests, homogeneity tests, independent sample t-tests, and effect size calculations with the help of IBM SPSS Statistics 27 software. The results showed that the data was normally distributed (Sig. > 0.05), but not homogeneous (Sig. < 0.05). The t-test showed a significant difference between the experimental and control classes in the upper passing (t = 13.675) and lower passing (t = 11.500) results. The calculation of effect size shows a very high influence. Thus, learning basic volleyball passing techniques through the playing method has been proven to have a significant effect on students' physical education learning outcomes
Judul artikel: judul artikel Saputra, Aditya Tri; Rizal, Bayu Thomi
Jurnal Porkes Vol 8 No 2 (2025): PORKES
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/porkes.v8i2.31209

Abstract

This study aims to analyze the effect of boi-boian games on improving students' basic manipulative movement skills. The research method uses a quasi-experimental design experiment. The research sample was 64 fourth-grade students of SD Islam Teladan Suci using a total sampling technique. The research instrument was a test and measurement of throwing and catching abilities, with criterion validity based on established standards. The results showed that there was a difference in the average throwing and catching scores of the control class 11.41 and the experimental class 27.47 with a difference of 16.06. In addition, the results of the statistical test showed a significance value (sig. 2-tailed) of 0.000, which was smaller than the significance level of 0.05, indicating a significant difference between the control class and the experimental class. These findings indicate that boi-boian games contribute to improving basic manipulative movement skills by improving students' throwing and catching. This study provides important implications for teachers and schools in designing effective game programs and improving the atmosphere of students' PJOK learning. Thus, the boi-boian game can be used as one of the traditional games to improve the quality of basic manipulative movement skills in learning.
judul artikel: judul artikel Haikal, Fadel Muhammad; Rizal, Bayu Thomi
Jurnal Porkes Vol 8 No 2 (2025): PORKES
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/porkes.v8i2.31216

Abstract

This study aims to analyze the effect of the baseball game on increasing students' interpersonal intelligence. The research method uses quantitative with quasi experimental design. The population in this study was 52 students using total sampling technique. Data collection is done through a questionnaire with statements about interpersonal intelligence. While the data analysis technique uses Kolmogorov-Smirnov, the normality test results show the sig value of the experimental class 0.200 greater than 0.05 and the control class 0.054 greater than 0.05 so that the data is normally distributed. The results showed a significance value of 0.000 smaller than 0.05, so it can be concluded that there is a significant difference in the scores of experimental and control class students after treatment. the results of students' interpersonal intelligence on the prosttest results in the control class fell into the low category as many as 3 students (11%) and in the medium category as many as 23 students (89%). While the categorization of the results of students' interpersonal intelligence in the experimental class after the treatment of the baseball game in the medium category was 4 students (14%) and the high category was 22 students (86%). From this it can be concluded that the baseball game on interpersonal intelligence is effective in grade VI students of Teladan Suci Islamic Elementary School.
Pengaruh Permainan Lempar Tangkap Bola Terhadap Keterampilan Koordinasi Mata Tangan Kelas 2 SDN Baru 03 Pagi Ristiantita, Monica; Rizal, Bayu Thomi; Pranata, Khavisa
Performa Vol 10 No 2 (2025): Jurnal Performa Olahraga (IN Press)
Publisher : Universitas Negeri Padang

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Abstract

Penelitian ini bertujuan untuk meningkatkan keterampilan koordinasi mata dan tangan siswa melalui kegiatan yang menyenangkan dan interaktif, salah satunya adalah permainan lempar bola. Koordinasi mata dan tangan merupakan kemampuan motorik yang sangat penting, karena mendukung aktivitas belajar, seperti menulis, menggambar, serta aktivitas fisik lainnya. Melalui peningkatan keterampilan ini, diharapkan siswa menjadi lebih percaya diri dan aktif dalam mengikuti kegiatan akademik maupun non-akademik. Masalah utama yang diidentifikasi dalam penelitian ini adalah rendahnya kemampuan koordinasi mata dan tangan pada siswa kelas 2 SDN Baru 03 Pagi. Hal ini diketahui berdasarkan hasil observasi langsung di lapangan serta wawancara dengan guru kelas, orang tua siswa, dan siswa itu sendiri. Untuk itu dilakukan penelitian eksperimen dengan menggunakan dua kelompok, yaitu kelas 2A sebagai kelompok kontrol dan kelas 2B sebagai kelompok eksperimen, masing-masing terdiri dari 25 siswa. Data diperoleh melalui tes keterampilan motorik setelah perlakuan. Hasil analisis menunjukkan bahwa terdapat perbedaan yang signifikan antara kedua kelompok. Nilai signifikansi (p) yang diperoleh < 0,05 menunjukkan bahwa permainan lempar bola memberikan pengaruh positif terhadap peningkatan koordinasi mata dan tangan siswa
Pengaruh Penggunaan Media Permainan Ular Tangga terhadap Minat Belajar PJOK Siswa Kelas IV Sekolah Dasar Syifa, Hana Fairuz; Rizal, Bayu Thomi
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1180

Abstract

Lack of various learning medium is one of the problems in education, particularly for students, since it causes them to get disinterested and not participate as much in class activitiesThere is no text provided. The objective of this study is to assess the impact of using the game of snakes and ladders as an educational tool on primary school kids' interest in physical education subjects among elementary school students The study's quantitative technique employed a posttest-only control design, sometimes known as a quasi-experimental design. The research population consisted of 96 students that were enrolled in the fourth grade at SDN Susukan 09 Pagi. Class IV-C was designated as the experimental group, whereas class IV-B was assigned as the control group, employing a purposive sampling technique. The posttest questionnaire was employed to collect data for the purpose of comparing the levels of interest in learning between the two groups. Data analysis was conducted using the SPSS 25 software, employing a t-test. Given a significance value of < 0.05 and a t-test result of 0.000, we accepted the alternative hypothesis (Ha) and rejected the null hypothesis (H0). Therefore, it can be concluded that fourth-grade PJOK students at SDN Susukan 09 Pagi exhibit a high level of enthusiasm for learning as a result of utilizing the snakes and ladders gaming medium.
Pengaruh Model Small Group Discussion terhadap Hasil Belajar Bahasa Indonesia pada Siswa Kelas V SDN Cempaka Baru 05 Pagi Syamlan, Syakira; Rizal, Bayu Thomi
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1197

Abstract

This research aims to evaluate the influence of the Small Group Discussion (SGD) model on the learning outcomes of Indonesian language subjects for class V students at SDN Cempaka Baru 05 Pagi. The research method used is a quantitative method with an experimental approach. This experimental approach involves an experimental design that aims to test the effect of the independent variable (treatment) on the dependent variable (outcome) in a controlled environment. The results of this research indicate that the application of the Small Group Discussion model has a significant influence on the learning outcomes of class V students at SDN Cempaka Baru 05 Pagi. Hypothesis testing through the T test and F test supports these findings in both the control and experimental classes. Based on researchers' observations, when the material is presented using Small Group Discussions, the learning process becomes more enjoyable, and students can further explore their potential and skills. The conclusion is that there is a significant influence from the application of the Small Group Discussion model on the Indonesian language learning outcomes of class V students at SDN Cempaka Baru 05 Pagi.