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Pengaruh Pembelajaran Play & Games dengan Mendengarkan Musik terhadap Perkembangan Keterampilan Gerak Dasar Motorik Anak Dwi Anggareksa Setyo Widarto; Sugiharto Sugiharto; Supriyadi Supriyadi
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 6, No 5: MEI 2021
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/jptpp.v6i5.14848

Abstract

Abstract: Motor movement skills are an important aspect at every child's age and as an individual basis for reaching maturity in aspects of movement development. The research aims at an organized intervention program with various movement modifications through play and games activities. The design of this study was a pretest-posttest randomize control group design. Play and game learning activities for 30 minutes, by listening to music with a tempo of 140 beats/minute, with a frequency of twice/week for five weeks. data collection using TGMD-2 (Test Gross Motor Development-2). The results of statistical analysis with the Mann Whitney test determined an average score of 39.87 in the play and games experimental group without music and an average score of 47.37 for the play and games experimental group with music, there was a significant difference (2-tailed) 0.000 <0.05. This study shows that learning play and games by listening to music has a higher influence on the development of basic motor movement skills in grade II elementary school students.Abstrak: Keterampilan gerak motorik  merupakan aspek penting pada setiap usia anak dan sebagai dasar individu untuk mencapai kematangan dalam aspek perkembangan gerak. Penelitian ini bertujuan untuk program intervensi yang terorganisir dengan berbagai modifikasi gerakan melalui aktivitas play and games. Rancangan penelitian ini adalah rancangan desain randomize control group pretest-posttest. Aktivitas pembelajaran play and game selama 30 menit, dengan mendengarkan musik bertempo 140 denyut/menit, dengan frekuensi dua kali/minggu selama lima minggu. Pengambilan data menggunakan TGMD-2 (Test Gross Motor Development-2). Hasil analisis statistik dengan uji mann whitney menunjukan skor rata-rata 39.87 kelompok eksperimen play and games tanpa musik dan skor rata-rata 47.37 kelompok eksperimen play and games dengan musik, terdapat perbedaan signifikan (2-tailed) 0.000 < 0.05. Penelitian ini menunjukkan pembelajaran play and games dengan mendengarkan musik yang memiliki pengaruh lebih tinggi terhadap perkembangan keterampilan gerak dasar motorik pada siswa kelas II sekolah dasar.
Pengembangan Bahan Ajar Matakuliah Dayung Berbasis Blended Learning untuk Mahasiswa PJKR Damaris Marlissa; Wasis Djoko Dwiyogo; Supriyadi Supriyadi
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 6, No 2: FEBRUARI 2021
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/jptpp.v6i2.14463

Abstract

Abstract: The purpose of this research and development is to create a teaching material creation based on blended learning (face to face, offline, and online) for rowing teaching materials. The development of teaching materials for the blended learning-based rowing course, the researchers used a research method based on blended learning for problem-solving learning outcomes. The researcher obtained the results from the effectiveness test at the three meetings the researcher had conducted. Effectiveness test data: in the first meeting: the average grade grade of students obtained the letter A (89.63%). The second meeting: the average grade grade of the students was obtained by the letter A (90.38%). In the third meeting: the average grade score of the students was obtained "A" (91.63%). The Efficiency Test of the first meeting obtained the total time for studying and working on the questions: 1) the longest total time was 1 hour 16 minutes 17 seconds and the fastest time was 1 hour 02 minutes 21 seconds. Second meeting: the longest time is 1 hour 11 minutes 41 seconds and the fastest time is 1 hour 26 seconds. The third meeting: the longest time is 1 hour 09 minutes 27 seconds and the fastest time is 1 hour 44 seconds. The results of the engagement quality test were obtained from a survey that circulated at 3 meetings to test the adequacy of the quantity of tools: (1) 5 items for the main meeting (face to face), (2) 7 objects for the next meeting (disconnected), (3) ) 5 things for the third meeting (online) focus and from these results indicate securing the level of attractiveness of the supporting material enhancement items for the mixed learning-based rowing course: (1) 89.75% collection I (close and personal), (2) 90 , 4% meeting II (disconnected), (3) 91.125% collection III (on the web) with very substantial rules.Abstrak: Tujuan penelitian dan pengembangan ini yaitu untuk menciptakan sebuah kreasi bahan ajar berbasis blended learning (tatap muka, offline, dan online) bagi bahan ajar dayung. Pengembangan bahan ajar matakuliah dayung berbasis blended learning ini peneliti memakai metode penelitian berbasis blended learning untuk hasil belajar pemecahan masalah. Peneliti memperoleh hasil dari uji efektivitas  pada tiga kali pertemuan yang telah peneliti lakukan. Data uji efektivitas: pada petemuan pertama: rata-rata nilai kelas mahasiswa diperoleh angka huruf A (89,63%). Pertemuan kedua: rata-rata nilai kelas mahasiswa diperoleh angka huruf A (90,38%). Pada petemuan ketiga: rata-rata nilai kelas mahasiswa diperoleh “A” (91,63%). Uji Efisiensi petemuan pertama diperoleh total waktu belajar dan mengerjakan soal: 1) total waktu terlama 1 jam 16 menit 17 detik dan waktu tercepat 1 jam 02 menit 21 detik. Pertemuan kedua: waktu terlama 1 jam 11 menit 41 detik dan waktu tercepat 1 jam 26 detik. Pertemuan ketiga: waktu terlama 1 jam 09 menit 27 detik dan waktu tercepat 1 jam 44 detik. Hasil uji kualitas keterikatan didapatkan dari survei yang beredar pada tiga pertemuan untuk menguji kecukupan dengan kuantitas alat (1) lima soal untuk pertemuan utama (tatap muka), (2) 7 soal untuk pertemuan berikutnya (terputus), (3) lima soal untuk pertemuan ketiga (online) fokus dan dari hasil ini menunjukkan pengamanan tingkat daya tarik dari item peningkatan bahan pendukung untuk kursus mendayung pembelajaran campuran berbasis: ( 1) 89,75% pengumpulan I (tatap muka), (2) 90,4% pertemuan II (offline), (3) 91,125% pengumpulan III (online) dengan aturan yang sangat substansial.
Blended Learning Matakuliah Sepakbola untuk Mahasiswa Pendidikan Jasmani Kesehatan dan Rekreasi Estrado Isaci Selestiano Rodriquez; Wasis Djoko Dwiyogo; Supriyadi Supriyadi
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 5, No 2: FEBRUARI 2020
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/jptpp.v5i2.13171

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Abstract: The purpose of this research and development is (1) to produce a teaching material product for football courses based on blended learning (face to face, offline, online) and (2) test the effectiveness, efficiency and attractiveness of development products. The results from product specifications research and development for teaching materials football courses based on blended learning following: (1) face-to-face method using printed books, (2) offline methods using interactive multimedia autoplay media studio 8.0, (3) online methods utilizing virtual classes edmodo. The overall results of the average attractiveness test of product development teaching materials using face to face, offline, and online methods satisfy very interesting criteria.Abstrak: Tujuan penelitian dan pengembangan ini adalah (1) menghasilkan sebuah produk bahan ajar matakuliah sepakbola berbasis blended learning (tatap muka, offline, online) dan (2) menguji efektivitas, efisiensi, dan daya tarik produk pengembangan. Spesifikasi produk hasil pengembangan berupa bahan ajar tata muka menggunakan buku cetak, bahan ajar offline menggunakan multimedia interaktif berupa autoplay media studio 8.0, dan untuk bahan ajar online menggunakan kelas virtual yaitu edmodo. Hasil keseluruhan rata-rata uji daya tarik bahan ajar produk pengembangan menggunakan metode tatap muka, offline, dan online adalah sangat menarik.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MOBILE LEARNING TEKNIK DASAR DAN PERATURAN PERMAINAN FUTSAL Andryas Yuniarto; Supriyadi Supriyadi; I Nengah Sudjana
Jp.jok (Jurnal Pendidikan Jasmani, Olahraga dan Kesehatan) Vol 2 No 1 (2018): Jp.jok (Jurnal Pendidikan Jasmani, Olahraga dan Kesehatan)
Publisher : IKIP Budi Utomo Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (246.258 KB) | DOI: 10.33503/jpjok.v2i1.188

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The purpose of this research and development is to develop a learning media for futsal games based on mobile learning (digital books) so that participants learn to acquire new teaching media and be more enthusiastic in learning futsal games. The data analysis technique used in this development research is a descriptive analysis technique with percentages. This technique is used to analyze data obtained from the results of questionnaires / questionnaires. Based on the results of the data analysis of small group trials obtained an average percentage of 85.28% and in the large group trials obtained an average percentage of 91.05% so that it meets the valid criteria with the content of the material which includes basic techniques of futsal games and the rules of official futsal games from FIFA in Indonesian. The product specifications are in the form of a 37.5MB .epub file that can be accessed through an application (. Reader reader) on a smartphone that can be accessed anytime and anywhere
COMBINATION TRAINING MODEL S OF BASKET BALL - HANDLING FOR 10 YEARS OLD GROUP: A DEVELOPMENT STUDY Ersi Yuli Triani; Supriyadi Supriyadi; Prisca Widiawati
Gladi : Jurnal Ilmu Keolahragaan Vol 12 No 04 (2021): GLADI : JURNAL ILMU KEOLAHRAGAAN
Publisher : UNIVERSITAS NEGERI JAKARTA POSTGRADUATE OF PHYSICAL EDUCATION DEPARTMENTS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (153.703 KB) | DOI: 10.21009/GJIK.124.04

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Penelitian ini bertujuan untuk mengembangkan model latihan kombinasi ball handling bola basket pada anak kelompok usia 10 tahun pada cabang olahraga bola basket. Metode penelitian ini menggunakan prosedur pengembangan dari Sugiyono. Penelitian ini menggunakan tujuh langkah berdasarkan pertimbangan kebutuhan. Subyek yang digunakan adalah anak bola basket kelompok umur 10 tahun klub Human sebanyak 24 anak. Penelitian ini telah melalui uji ahli 3 validator yaitu ahli kepelatihan, ahli bola basket, dan ahli media. Teknik analisis penelitian ini adalah deskriptif persentase, yaitu mengolah data kuantitatif dan kualitatif, instrumen yang digunakan adalah angket kuesioner. Hasil uji coba kelompok kecil sebesar 89%, uji coba kelompok besar sebesar 95%. Produk video latihan kombinasi ball handling sebanyak 16 model latihan telah layak untuk digunakan. Penelitian ini sebatas mengembangkan sebuah produk berupa video, saran penelitian selanjutnya dapat menguji efektivitas produk tersebut.
Pengaruh Kombinasi Latihan Burpee-Shooting Terhadap Hasil Tembakan Free Throw pada Peserta Putra Ekstrakurikuler Basket di SMP Negeri 7 Kota Malang Dona El Shinta; Supriyadi Supriyadi; Heri Purnama Pribadi
Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora Vol. 1 No. 4 (2023): November: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/atmosfer.v1i4.350

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The game of basketball is a big ball game played by two teams of five players whose objective is to get as many balls into the opponent's basket as possible. The purpose of this study was to measure the effect of burpee practice on penalty shot or free throw outcomes in men's outdoor basketball participants in the SMP Negeri 7 Malang City. The research methodology used in this study is an experimental study with a one-group pretest-posttest design. The study sample consisted of his 20 male college students who participated in a basketball extracurricular activity. The burpee shooting treatment was performed by him for 4 weeks at a frequency of 4 times a week. Burpee shooting practice increased the free throw shooting score of men's outdoor basketball participants in SMP Negeri 7 Malang City, with a significance level of 0.00<0.05.
Pengaruh Latihan Kekuatan Otot Lengan Hasil Tembakan Freethrow Terhadap Siswa Ekstrakurikuler Basket SMA Laboratorium UM Supriyadi Supriyadi; Dinta Sugiarto; Nila Dwi Rarasanti
Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora Vol. 1 No. 4 (2023): November: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/atmosfer.v1i4.360

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The purpose of this study was to determine the effect of arm muscle strength on the results of free throws for extracurricular basketball students at SMA Laboratory, State University of Malang. The method used in this research is to use experimental research which allows processing of specimens (subjects), conditioning and measurement to further optimize the results obtained from this study. The results of this study tested the effect of arm strength training using the push-up technique on the results of free throw shots of basketball extracurricular students at Laboratory High School, State University of Malang by using a paired sample t test. The pretest and posttest values show a tcount of 6.376 and a ttable value of 2.093, so it can be concluded that 6.376 (tcount) > 2.093 (ttable). Based on the results of the study, it can be concluded that this study had a significant effect during arm strength training using the push-up technique on the free-throw results of basketball extracurricular students at the SMA Laboratory, State University of Malang.
Pengaruh Video Dan Simulasi RJP Terhadap Tingkat Pengetahuan Dan Sikap Atlet Sepatu Roda Kota Malang Wenny Rasmawati Simamora; Supriyadi Supriyadi; Erianto Fanani; Marji Marji
Jurnal Medika Nusantara Vol. 1 No. 4 (2023): November : Jurnal Medika Nusantara,
Publisher : Stikes Kesdam IV/Diponegoro Semarang, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59680/medika.v1i4.618

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Current data shows that most cases of Out-of-Hospital Cardiac Arrest or OHCA occur outside health facilities, and the mortality rate is almost 90%. In addition, victims with indications of OHCA experience a decrease in survival rate of 7-9% every minute if they do not receive cardiopulmonary resuscitation. Athletes are a population that has a high potential for experiencing or experiencing OHCA. The importance of this research was to determine the effect of providing videos and simulations of Cardiopulmonary Resuscitation (RJP) on the level of knowledge and attitudes of roller skating athletes in Malang City. The method used is Quasi Experimental Research with a pre test and post test control group design approach. The instrument used in this research was a questionnaire to measure the level of knowledge and attitudes about Cardiopulmonary Resuscitation. The results of the study showed that there was a positive influence from providing videos and simulations of Cardiopulmonary Resuscitation (CPR) on increasing the level of knowledge and attitudes in athletes (with a p-value <0.05). This shows that the learning approach using videos and simulations is effective in improving athletes' understanding and attitudes regarding Cardiopulmonary Resuscitation.
Pengaruh Variasi Latihan Smash Bola Gantung Terhadap Ketepatan Smash Bola Voli Pada Atlet Remaja Putri Klub Poncogati Kabupaten Blitar Elvins Pratiwi Agustin Dwi Putrianti; Supriyadi Supriyadi; Verlina Maya Gita
Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora Vol. 2 No. 2 (2024): Mei : Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/atmosfer.v2i2.789

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Volleyball is a fun and easy game to play together in a team. In the game of volleyball, players must understand four basic techniques: serve, passing, block, and smash. A very important basic technique in earning or scoring points is smash. This study aims to determine the effect of smash training using hanging balls on smash accuracy in female athletes at the Poncogati Club, Blitar Regency. The method used in this study is a quantitative method of experimentation with One Group Pretest-Posttest Design research design. The population and sample in this study were 21 junior high school students using the purposive sampling method, which means the entire population is taken randomly according to certain criteria. The data analysis techniques applied are descriptive analysis tests, hypothesis tests, and normality tests. The results of this study showed that the Sig.(2-tailed) value of 0.00 in the T test could be concluded that there was a significant influence between the variation of smash training using hanging balls on the accuracy of smashes in young female volleyball athletes of the Poncogati club.
PENGEMBANGAN PEMBELAJARAN BOLABASKET BERBASIS BLENDED LEARNING PADA MAHASISWA PENDIDIKAN KEPELATIHAN OLAHRAGA UNIVERSITAS MUHAMMADIYAH BONE Andi Temmassonge; Wasis Djoko Dwiyogo; Supriyadi Supriyadi
Gelanggang Pendidikan Jasmani Indonesia Vol 7, No 2 (2023): VOL 7. NO. 2 DESEMBER 2023
Publisher : Fakultas Ilmu Keolahragaan Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um040v7i2p196-205

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Penelitian ini  menghasilkan produk pembelajaran yang bertujuan untuk matakuliah  bolabasket menggunakan metode pembelajaran berbasis blended learning. Produk yang dibuat meliputi buku pembelajaran bolabasket digunakan pada saat tatap muka, multimedia interaktif digunakan pada saat pembelajaran offline, sedangkan untuk pembelajaran online digunakan google classroom. Model rancangan pada penelitian ini adalah menggunakan model rancangan pembelajaran berbasis blended learning yang memiliki 9 langkah, yaitu analisis kebutuhan, identifikasi sumber belajar dan kendala, identifikasi karakterisitik pebelajar, menetapkan tujuan pembelajaran, memilih dan menentukan strategi pembelajaran apa yang akan digunakan, mengembangkan sumber belajar, uji coba, revisi dan prototipe pembelajaran berbasis blended learning. Produk yang dihasilkan berupa buku cetak yang dilengkapi dengan QR Code, multimedia interaktif berupa articulate storyline, dan aplikasi online menggunakan google classroom. Hasil belajar pada setiap pertemuan mengalami peningkatan. Dengan menarapkan model pembelajaran blended learning ini dihasilkan produk yang didalamnya dikemas beberapa metode pembelajaran anatar lain, Pembuatan produk buku cetak yang didalamnya terdapat QR code untuk menganalisis vidio pembelajaran sebagai bahan pembelajaran tatap muka, adapun produk untuk pembelajaran offline berupa multimedia interaktif yang dinamakan articulate storyline, dan produk yang digunakan untuk pembelajaran online menggunakan platform google classroom. Pemebelajaran menggunakan metode blended learning ini terbukti untuk meingkatkan motivasi belajar mahasiswa serta meningkatkan hasil belajar mahasisiwa Pendidikan Kepelatihan Olaharaga Universitas Muhammadiyah Bone.