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Pengaruh Pembelajaran Audio Visual Terhadap Kemampuan Renang Gaya Dada Dinata, Karno; hariadi, Hariadi; Daniyantara, Didik; Hariadi, Nopi; Jumesam, Jumesam; Jaya, Putra
Jurnal Porkes Vol 4 No 1 (2021): PORKES
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/porkes.v4i1.3433

Abstract

Penelitian dilakukan karena hasil belajar siswa masih dibawah standar KKM, selain itu metode pembelajaran masih konvensional dan jarang menggunkan alat bantu berupa audio visual saat proses pemberlajaran dalam kelas. Dari hasil penelitian maka tujuan yang diperoleh ialah “ada pengaruh pembelajaran audio visual (video) terhadap kemampuan renang gaya dada Di SMP Islam Alhasanah Rekat Lauk” yang tergabung dalam ekstrakulikuler renang. Jenis penelitian menggunakan penelitian kuantitatif, metode pendekatan eksperimen. Populasi berjumlah 83 siswa SMP Islam Alhasanah Rekat Lauk. Sedangkan Sampel penelitian seluruh siswa yang tergabung dalam ekstrakulikuler renang berjumlah 20 siswa dari kelas 7 dan 8. Instrument penelitian mengunakan lembar observasi. Teknik pengumpulan data dengan praktek renang gaya dada yang mengacu pada isi lebar observasi yaitu teknik renang gaya dada. Analisis data menggunakan rumus t test. Berdasarkan hasil penelitian dan pengumpulan data yang diperoleh pree test adalah 51,2, dan data yang diperoleh dari hasil post-test adalah 75,3 terjadi peningkatan yang signifikan sebesar 24,1. setelah diberikannya perlakuan. Selanjutnya Data diuji menggunakan uji-t dan diperolehsebesar 13,586 dibandingkan dengan  pada taraf signifikansi 5% dan n-1 (20-1=19) adalah 1,729. Karena  lebih besar dari (>) atau ( 13,586>1,729), maka hipotesis ditolak sedangkan diterima, sehingga dapat ditarik kesimpulan ada pengaruh yang signifikan pembelajaran audio visual terhadap kemampuan renang gaya dada pada siswa SMP Islam Al-Hasanah Rekat Lauk.
Pengembangan Model Pembelajaran Motorik Untuk Anak Sekolah Dasar Jumesam, Jumesam; Hariadi, Nopi
Jurnal Porkes Vol 3 No 2 (2020): PORKES
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/porkes.v3i2.2638

Abstract

Penelitian ini bertujuan untuk (1) Mengembangkan model pembelajaran motorik Penjasorkes, (2) Mengetahui hasil pembelajaran motorik, dan (3) Mengetahui respon peserta didik terhadap pembelajaran  motorik dengan menggunakan pendekatan bermain. Penelitian ini merupakan Research and Development (R & D). Model pengembangan meliputi (1) Tahap studi pendahuluan, (2) Tahap penyusunan draft produk dan (3) Tahap pengembangan dan evaluasi. Tahap pengembangan dan evaluasi berupa uji validitas pakar, uji coba terbatas dan uji coba luas. Subjek uji coba penelitian dan pengembangan ini adalah 1 pakar pembelajaran, 1 guru Penjasorkes dan 48 peserta didik (dari 2 kelas) yaitu kelas I, dan II untuk uji coba terbatas serta 1 guru Penjasorkes dan 76 peserta didik (dari 3 kelas) yaitu kelas I, II dan III untuk uji coba luas. Observasi, wawancara dan angket digunakan untuk mengumpulkan data pada langkah uji coba. Analisis data menggunakan statistik deskriptif untuk mengevaluasi model pembelajaran motorik dengan pendekatan bermain. Pre-test dan post-test diberikan pada uji coba luas untuk mengetahui kemampuan sebelum dan sesudah dilakukan pembelajaran. Hasil yang diperoleh pada penelitian ini adalah langkah-langkah pembelajaran dengan pendekatan bermain terdiri atas motivation, ask, hypothesis, investigate, create, discuss dan reflect. Skor validasi dari uji pakar adalah 4,3 dari nilai maksimum 5, yang berarti bahwa model ini masuk dalam kategori bagus. Hasil pre-test dan post-test menunjukkan adanya peningkatan nilai sebesar 45,4 yaitu dari 25,3 menjadi 70,7. Respon peserta didik mengenai pembelajaran motorik dengan pendekatan bermain ini menunjukkan bahwa motivasi belajar Penjasorkes, kebebasan mengeluarkan pendapat, peran aktif peserta didik, kerjasama serta kemampuan menyelidiki dan memahami materi adalah tinggi/positif. DOI : 10.29408/porkes.v3i2.2638
Analisis biomekanika menggunakan aplikasi kinovea terhadap aklselerasi lari 100 meter Husni Tamim, Muhammad; Hariadi, Hariadi; Jumesam, Jumesam; Nopiana, Rina; Fathoni, Ahmad; Zulkarnain, Lalu Iskandar
Jurnal Porkes Vol 7 No 1 (2024): PORKES
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/porkes.v7i1.21382

Abstract

The purpose of the researchers was to analyze students' 100-meter sprints using the Kinovea software application. This research was conducted to determine students' 100-meter sprint acceleration. This type of research is a quantitative descriptive analysis with a total of 6 subjects, consisting of 5 students and 1 comparison athlete. The results in this study NW Tebaban high school students can perform the highest 100 meter speed above 9 meters/second of 16.70% (1 runner), above 8 meters/second 0% (0 runners), 7-8 meters/second 33.30 % (2 runners), and those who can do an average speed of 100 meters 6-7 meters/second 50% (1 runner). NW SMA students. The number of runners who got in the very good category was 1 person with a percentage of 16.70%, the number of runners who got in the good category was 0 with a percentage of 0%, the number of runners who got in the fair category was 2 people with a percentage of 33.30%, the number runners who got less category amounted to 3 people with a percentage of 50% and the number of runners who got less category amounted to 0 with a percentage of 0%. In conclusion, NW Tebaban high school students are able to accelerate the 100 meter run with a percentage of 100% (6 people)
Efektivitas Samsak Digital sebagai Alat Inovatif dalam Pengukuran dan Peningkatan Kekuatan Tendangan Taekwondo Kurniawan, Edi; Supriyatnak, Kokom; Jumesam, Jumesam
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.v7i2.28357

Abstract

This study aims to assess the effectiveness of a digital punching bag as an innovative tool to measure and improve dolyo chagi kick power. This study used a quasi-experimental design with a pretest posttest control group design. The population of this study was 60 taekwondo athletes aged 12-16 years. The sampling technique was carried out by purposive sampling. The research tools and instruments included a digital punching bag, which was designed with a pressure sensor to measure kick strength. The results of statistical analysis showed a significant increase in kicking power in the experimental group, with an average increase of 17.11 points compared to 1.34 points in the control group. Statistical tests (t = 15.198; p < 0.05) confirmed the effectiveness of the digital punching bag in significantly increasing kicking power. Descriptive statistics, the mean pretest score of the experimental group was 153.29, with scores of 145 to 168, and increased to 170.40 in the posttest, with scores of 157 to 187. The control group showed only minimal improvement, from an average pretest of 147.23 (range 143-156) to 148.57 on the posttest (range 145-157). The study concluded that the digital punching bag is an innovative and effective tool for improving athlete performance through accurate measurement and real-time feedback.
Mapping IoT-Based Sociocultural Research Trends Over the Last Six Years: Bibliometric Analysis Hobir, Abdul; Yunanto, Fredy; Jumesam, Jumesam; Vikki Ariyanto, Sandy; Vivekanantharasa, Raveenthiran; Ariwidodo, Eko
KARSA Journal of Social and Islamic Culture Vol. 32 No. 1 (2024)
Publisher : Universitas Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/karsa.v32i1.11828

Abstract

This research aims to examine scientific progress and provide a comprehensive literature review regarding IoT-based sociocultural from 2018 to 2023 using the Scopus database. Additionally, this research aims to identify new concepts and areas of limited knowledge that may require additional investigation. Software from the Scopus website was used for bibliometric analysis. Several citations are used to categorize research findings, which also contain information on author, country, document type, and year of publication. The researchers found eighteen papers by limiting their search to the last six years and using only English keywords. 2021 tops the list of years with the most publications, with five documents. Usually, this category of documents is encountered at international paper conferences. According to this analysis, the number of studies related to IoT-based sociocultural issues in the Scopus database is expected to increase and climax between 2018 and 2023. Various themes and keywords that can form the basis for further investigation have emerged with advances in IoT-based sociocultural research. Future academics will be able to analyze IoT-based sociocultural al changes over the past decades with the help of this bibliographic analysis. To equip ourselves to face future questions, bibliometric analysis provides insights and data related to the progress of sociocultural al research based on the Internet of Things.
Digital Marketing Strategies and Increasing the Economic Value of the Sports Industry: A Global Literature Analysis Utomo, Andy Widhiya Bayu; Pujiati, Amin; Asyhari, Adit Tarauna Cholis; Saputra, Sylvana Yaka; Runesi, Salmon; Puriana, Ramadhany Hananto; Kuryanto, Mohammad Syaffrudin; Jumesam, Jumesam
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.v8i2.30041

Abstract

With technological advancements, the sports sector increasingly relies on digital marketing, including social media usage, data-driven marketing, and other digital technologies, to expand reach and boost revenue. This study aims to analyze how digital marketing strategies contribute to enhancing the economic value of the sports industry. This research uses a systematic literature review approach to analyze various relevant studies, focusing on the contributions of digital marketing to revenue, fan engagement, and brand loyalty in the global sports industry. The results show that digital marketing strategies, such as social media engagement, content marketing, augmented reality (AR) use, and hybrid business models, are highly effective in increasing the economic value of the sports industry. Additionally, the development of digital infrastructure and the use of advanced technologies also contribute to market expansion and enhanced fan engagement. This study also identifies challenges related to digital piracy and the lack of cohesive strategies in some sports organizations. Therefore, the effective implementation of digital marketing strategies can strengthen the sports industry's position in the global market.