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Pengaruh Media Pembelajaran Gamification Fun Thinkers Movement Terhadap Physical Fitness dan Critical Thinking Siswa Sekolah Dasar Darmawan, Arief; Novita Sari, Zihan; Adi Saputra, Surya; Priyohutomo, Ahadi; Putri Hariyoko, Vania
Journal of SPORT (Sport, Physical Education, Organization, Recreation, and Training) Vol 8, No 3 (2024): Journal of S.P.O.R.T
Publisher : Pendidikan Jasmani Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/sport.v8i3.12979

Abstract

Physical fitness merupakan peran yang diperlukan oleh para peserta didik untuk memberikan kegiatan dengan baik dalam maupuan luar sekolah, tingkat physical fitness siswa di sekolah dasar, menunjukan adanya presentase 45,83 %, dengan kategori sedang, 37,50 % dengan kategori kurang dengan, 8,33% dengan kategori baik dan 8,33% dalam kategori kurang sekali, hal ini menjelaskan bahwa tingkat physical fitness pada siswa sekolah dasar masih dalam kategori sedang hingga rendah, selain itu media pembelajaran pada materi kebugaran jasmani masih belum sepenuhnya terintegrasi pada aktivitas fisik yang menyenangkan dan menumbuhkan keterampilan berpikir kritis. Tujuan penelitian ini untuk mengetahui pengaruh media pembelajaran gamification fun thinkers movement terhadap kebugaran jasmani dan keterampilan berpikir kritis. Metode yang digunakan dalam penelitian adalah eksperimen one group pretest dan post test design, sampel penelitian ini terdiri dari 28 siswa kelas 5 di sekolah dasar. Hasil penelitian menunjukan pengaruh yang signifikan antara media pembelajaran gamification fun thinkers movement terhadap physical fitnees dan keterampilan critical thinking.
Effect of Reciprocal Learning in Big Ball Games to Improve Physical Literacy of 12-Year-Old Junior High School Students Sugiarto, Tatok; Darmawan, Arief; Novita Sari, Zihan; Priyohutomo, Ahadi; Putri Hariyoko, Vania
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.v14i2.4703

Abstract

Physical literacy is the development of various human movements consisting of basic movement skills and basic sports skills, so that these skills provide tools for humans to do physical activities that improve or maintain lifelong health. On average, students after school do not have time to do physical activities, this shows that awareness of physical activity is very low, in addition, in physical education learning there are still students who lack and have not optimized physical activity, so that motivation, understanding, knowledge and movement activities in children decrease. This study aims to determine the effect of reciprocal learning in big ball games in improving physical literacy in 12-year-old children at the junior high school level. The method in this study uses a randomized control group pretest-posttest design experimental study, this experimental study was conducted on a group with a control or comparison group, the research sample consisted of 12-year-old children at the junior high school level, the research instrument used in this study adopted from the measurement of physical literacy from the Canadian Assessment of Physical Literacy (CAPL). The results in the independent t-test output table in the equal variances assumed section are known to have a Sig (2-tailed) of 0.015 <0.05 so that a decision can be taken that in the independent sample t-test it can be concluded that Ho is rejected and Ha is accepted, thus the results of this study conclude that there is a significant difference in the final test results of reciprocal learning in big ball games in improving physical literacy between the intervention group and the control group.
Development of a Sustainable Professional Model for Sports Graduates Based on Future Problem Solving Skills to Support Individual Productivity Arief Darmawan; Sapto Adi; Moh. Fathur Rohman; Tatok Sugiarto; Novita Sari, Zihan; Nugroho Sigit, Cahyo; Priyohutomo, Ahadi
GANDRUNG: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 1 (2024): GANDRUNG: Jurnal Pengabdian Kepada Masyarakat
Publisher : Fakultas Olahraga dan Kesehatan, Universitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/gandrung.v5i1.3298

Abstract

Everyday life requires a lot of expenses. Of course, this must be balanced with maximum income. So productivity is very important to achieve goals. Human resource factors in an agency play an important role because they play a role in planning and implementing factors in realizing goals. Individual productivity is one of the factors that can influence success in an organization. This concerns individual development in terms of knowledge and skills in doing something, especially for sports graduates. The method in this service is in stage 1 analyzing the preparedness of the sports master's students' environment towards graduation, analysis of individual career development training needs, stage 2 model design training, validation of the model plan developed, revision of the initial model design which has been validated, stage 3 model testing which was developed, revised the model based on feedback and findings from implementation results, implementation model stage 4, training/dissemination stage 5. The results of the service implementation were carried out smoothly so that it could be implemented well. With this dedication, it is hoped that the audience will not only gain knowledge but also be able to design their own profession or career targets for the next few years
PENGEMBANGAN MEDIA PEMBELAJARAN HOLOGRAFI AUDIO VISUAL SEBAGAI STRATEGI PEMBELAJARAN INOVATIF UNTUK MAHASISWA PPG PAUD Purnamasari, Ica; Novita Sari, Zihan; Arina Rahma, Rezka; Putri Surya, Eka; Aruna, Alby; Marcelliantika, Adinda
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 7, No 9 (2024): MARTABE : JURNAL PENGABDIAN MASYARAKAT
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v7i9.3337-3353

Abstract

Pengembangan Puzzle Battle Interaktif Holografi Audio Visual bertujuan untuk meningkatkan kualitas pembelajaran Pendidikan Anak Usia Dini (PAUD), mengembangkan kurikulum yang lebih relevan, dan meningkatkan keterlibatan orang tua dalam pendidikan anak. Penelitian ini mengumpulkan data menggunakan metode Scrum Development Process, yang memungkinkan pengembangan secara iteratif dan kolaboratif, sehingga setiap tahap pengembangan dapat dievaluasi dan disesuaikan secara terus-menerus. Metodologi yang diterapkan mencakup perancangan, pengembangan, dan evaluasi media pembelajaran holografi, dengan penekanan pada integrasi elemen audio visual untuk menciptakan pengalaman belajar yang lebih imersif dan menarik. Hasil penelitian menunjukkan bahwa penggunaan media holografi audio visual secara signifikan meningkatkan motivasi belajar, keterlibatan, dan pemahaman materi oleh mahasiswa. Teknologi ini juga memungkinkan mahasiswa untuk mengalami konsep-konsep abstrak secara lebih nyata dan mendalam, yang membantu dalam pemahaman yang lebih baik. Selain itu, inovasi ini juga mendorong partisipasi aktif dari orang tua dalam proses pembelajaran anak. Kesimpulannya, pengembangan media pembelajaran holografi audio visual memberikan kontribusi positif dalam menciptakan strategi pembelajaran yang inovatif dan efektif bagi mahasiswa Program Profesi Guru (PPG) PAUD, serta memperkaya pengalaman belajar mereka.