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Journal : Jurnal PORKES

Pengembangan Modul Sport Science Bulu Tangkis Berbasis Android dalam Meningkatkan Prestasi Atlet Hidayat, Taufiq; Fauqi, Amal; Oktavianis, Ervin; Ramadhan, Rizky
Jurnal Porkes Vol 7 No 2 (2024): PORKES
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/porkes.v7i2.27428

Abstract

The purpose of this study was to develop an android-based badminton sports science module product in improving athlete performance. Where packaged in the android application in the form of badminton sports science teaching modules in the form of techniques, physical, mental and psychological conditions of athletes. This research is (Research & Development) which refers to the 4-D (Four-D) device development model. The research subjects were 25 badminton athletes. With a research procedure of 4 stages / steps of the define stage (defining), design stage (designing), development stage (developing), dissemination stage (dissemination). The assessment of the experts themselves, namely from sports science experts, obtained an average score of 80 with a very good category. Then the results of badminton experts obtained an average score of 80 with a very good category. Then the media expert obtained an average score of 80 also in the very good category. There are no revisions from the three experts at all and according to the experts the product is very good. The overall result of the expert revision in the large-scale trial was an average score of 29 with a very good category and worth using for badminton athletes of the Bima Regency Provincial Sports Week (Porprov).
Pengaruh Mental Training dan Konsentrasi Terhadap Ketepatan Pukulan Overhead Smash dalam Permainan Bulu Tangkis Hidayat, Taufik; Puriana, Ramadhany Hanato; Munandar, Rizky Aris; Fauqi, Amal
Jurnal Porkes Vol 5 No 2 (2022): PORKES
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/porkes.v5i2.6760

Abstract

Pembinaan dan pengembangan olahraga merupakan bagian dari upaya peningkatan kualitas manusia Indonesia yang diarahkan untuk meningkatkan kesehatan jasmani, rohani, dan rohani serta bertujuan untuk membentuk kepribadian dan kedisiplinan. Latihan mental meliputi pikiran, pandangan dan gambaran, yang intinya adalah memberdayakan fungsi berpikir sebagai pengontrol tindakan dan tanggapan tubuh. Tujuan dari penelitian ini adalah untuk mengetahui perbedaan pengaruh latihan mental goal setting dan pembelajaran untuk mengalihkan perhatian terhadap ketepatan smash overhead dalam permainan bulutangkis, mengetahui konsentrasi rendahnya terhadap fokus smash overhead dan untuk mengetahui menganalisis pelatihan mental dan konsentrasi pada konsentrasi smes overhead.Penelitian ini menggunakan metode desain faktorial karena digunakan untuk melakukan percobaan dengan dua atau lebih variabel bebas. Sampel penelitian adalah 40 pemain. Hasil penelitian menunjukkan bahwa terdapat perbedaan pengaruh latihan mental goal setting dan belajar mengalihkan perhatian terhadap ketepatan smash overhead pada permainan bulutangkis dengan skor F. hitung 16,045 > F tabel 4,095. Terdapat pengaruh perbedaan konsentrasi rendah dan tinggi terhadap akurasi smash overhead dengan F hitung > F tabel = 9.850 > 5.860. Terdapat interaksi antara latihan mental dan konsentrasi terhadap ketepatan smash bulutangkis dengan gambaran nilai F hitung > Ftabel = 6.580 > 4.095. Pembelajaran mengalihkan perhatian dan latihan konsentrasi tinggi, memberikan pengaruh yang lebih baik terhadap akurasi smash overhead dalam permainan bulutangkis.
Mpa'a Gopa Game-Based Physical Education Learning Media to Improve the Kinesthetic Abilities of Special Needs Students Fauqi, Amal; Ilham, Ilham; Imansyah, M. Nur; Kurniawan, Syafaruddin; Ferdiansyah, Ferdiansyah
Jurnal Porkes Vol 8 No 3 (2025): December: Article in Progress
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/porkes.v8i3.31867

Abstract

This study developed a valid, practical, and effective traditional Mpa'a Gopa game-based physical education learning medium to improve the kinesthetic abilities of students with special needs at SLBN 1 Dompu. The method used was Research and Development (R&D) with a 4-D model, involving 20 students as samples. The Define stage revealed that 50% of students were passive and that there were limitations in adaptive media through observation and interviews with teachers. The Design stage produced a prototype of Mpa'a Gopa with modified rules and visual guidelines. The Develop stage involved expert validation and practicality and effectiveness tests using teacher-student response questionnaires and kinesthetic tests. The expert validation results showed that the media was highly valid with a score of 87.01%. Practicality tests proved the media to be very practical, as shown by positive responses from teachers (91.33%) and students (88%). Meanwhile, effectiveness tests showed a significant increase in kinesthetic abilities of 26.15% (from an average score of 65 to 82), exceeding the target of 20%. These findings indicate that Mpa'a Gopa is capable of encouraging active participation and developing gross motor skills. This media is innovative, contextual, and provides a solution to the monotony of PJOK learning in SLB.