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Effectiveness of Using the PBL Models in Physical Education Based on Active Learning Time Prawesti, Putri; Rusdiyanto, Rajip Mustafillah; Sofyan, Davi; Yudha, Brio Alfatihah Rama; Nurhayati, Maya; Rudi, Rudi
JOURNAL RESPECS (Research Physical Education and Sports) Vol. 6 No. 1 (2024): Journal RESPECS (Research Physical Education and Sport)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/respecs.v6i1.8733

Abstract

This study aims to determine the effectiveness of using the PBL learning model in physical education based on students' active learning hours. This research is a type of qualitative descriptive research. The population in this study were high school students with samples of science classes and social studies classes. The study results concluded that the level of time effectiveness obtained by physical education teachers using the PBL model on students' active learning time was in the low category. Overall, the results of this study need to be carried out further so that the results can be generalized.
Hubungan Power Otot Lengan, Power Otot Tungkai dan Fleksibilitas Pergelangan Tangan dengan Hasil Jumping Smash dalam Permainan Bulutangkis. Kamaludin, Ikmal; Raharja, Didik Subhakti Prawira; Rusdiyanto, Rajip Mustafillah
Jurnal Kepelatihan Olahraga Vol 15, No 1 (2023)
Publisher : Fakultas Pendidikan Olahraga dan Kesehatan, Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jko-upi.v15i1.54045

Abstract

To be able to get points effectively, one of them can be obtained by doing a jump smash, but to be able to do well it needs to be supported by several components of physical conditions. This study wants to know the relationship between the components of physical conditions that support success in doing jumping smashes. Correlational research was conducted at PB. Buana Majalengka with a sample of 7 advanced athletes, and the instrument used uses a test to measure arm muscle power, leg muscle power, wrist flexibility and jumping smash results. The results show that together, the physical condition components provide a very strong support for the results of the jumping smash. Apart from that, it is necessary to pay attention to other components such as the timing of taking the ball and determining the position before hitting.
Sport and religion: a mapping analytical research Sofyan, Davi; Abdullah, Khairul Hafezad; Osiobe, Ejiro Uriri; Indrayogi, Indrayogi; Rusdiyanto, Rajip Mustafillah; Gazali, Novri; Samodra, Yohanes Touvan Juni
International Journal of Public Health Science (IJPHS) Vol 12, No 3: September 2023
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijphs.v12i3.22728

Abstract

This study uses scientometric analysis to comprehensively describe the descriptive parameters of publications about the relationship between sport and religion. Using ScientoPy, VOSviewer, and Biblioshiny software and datasets from two leading academic databases, Scopus and Web of Science, the current study can identify the most active scientific sources, keywords, and trending topics in sports and religion research. According to the findings, numerous types of research have been carried out on the correlation between sports and religion, and most of these papers have been published by scholars from the United States. The International Journal of the History of Sport and Sport in society has become the most active scientific journal. Furthermore, this study emphasizes the frequently utilized terms in the literature, explicitly "religion" and "sport." These keywords have protruded along with other terms that are gaining popularity in the study of sports and religion: "sports" and "muscular christianity." This information can be valuable to researchers and scholars and guide future research directions.
Global trends of gamification in enhancing students’ social skills in physical education (2015–2025) Rusdiyanto, Rajip Mustafillah; Kurniawan, Ari Wibowo
Physical Education and Sports: Studies and Research Vol. 4 No. 2 (2025): Physical Education and Sports: Studies and Research
Publisher : CV Rezki Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56003/pessr.v4i2.598

Abstract

Background: The development of digital technology has triggered a more interactive learning transformation through gamification, namely using game elements to increase students' motivation, engagement, and social skills, such as cooperation, communication, empathy, and problem solving. Objectives: This study aims to analyze global research trends on gamification in enhancing students' social skills, particularly in physical education, through a bibliometric analysis from 2015 to 2025. Methods: This study employed a bibliometric design. Data were retrived from the Scopus database on April 22, 2025, using specific keywords: (gamification OR gamified learning OR game-base-based learning) AND ("physical education" OR "PE class" OR "sport education") AND (social skills" OR "social competence" OR "social interaction") AND (elementary school" OR "primary school" OR "midle school" OR "junior high school" OR "high school" OR "secondary school" From an initial 120 documents, 47 met the inclusion criteria. VOSViewer was used to analyze keyword co-occurrence, visualize trends, and identify thematic clusters by completely counting on all keywords with at least two documents per author. Results: 47 relevant articles were identified, with publication peaking in 2020. Keyword analysis revealed five main thematic clusters: gamification in education, digital game-based learning, collaborative learning, emerging technologies, and motivation. The most frequent keywords were game-based learning (n=12), gamification (n=9), and students (n=8). The University of Patras emerged as the most productive institution, while the leading journal was the International Journal of Learning, Teaching and Educational Research. Conclusions: Although research on gamification has grown significantly, its application in physical education remains underexplored. This study reveals a gap in leveraging gamification to develop students' social skills in physical education. Future research should focus on integrating gamification in this context while considering sociocultural and technological factors to ensure inclusive and effective implementation.
Tingkat Kemampuan VO₂MAX pada Siswa SMKN 1 Singosari Zulfina N, Fannisa; Alfin, Muhammad; Isnaini, Lalu; Rusdiyanto, Rajip Mustafillah
JURNAL PENDIDIKAN OLAHRAGA Vol 15 No 4 (2025): JURNAL PENDIDIKAN OLAHRAGA
Publisher : STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpo.v15i4.3006

Abstract

Kebugaran jasmani, khususnya kapasitas kardiorespirasi, merupakan komponen penting dalam menunjang kesiapan fisik siswa Sekolah Menengah Kejuruan (SMK) dalam menghadapi dunia kerja. Namun, rendahnya tingkat aktivitas fisik siswa SMK berpotensi menurunkan kebugaran jasmani mereka. Penelitian ini bertujuan untuk mengetahui tingkat kemampuan VO₂Max siswa kelas XI di SMKN 1 Singosari yakni 254 siswa sebagai indikator kebugaran kardiorespirasi. Metode yang digunakan adalah survei kuantitatif dengan pendekatan deskriptif. Sampel terdiri dari 100 siswa, yaitu 50 siswa laki-laki dan 50 siswa perempuan yang dipilih secara acak. Instrumen pengumpulan data menggunakan Multistage Fitness Test (Bleep Test) untuk mengukur nilai VO₂Max. Hasil penelitian menunjukkan bahwa rata-rata VO₂Max siswa laki-laki adalah 37,5 ml/kg/menit dan siswa perempuan 27,8 ml/kg/menit. Mayoritas siswa berada dalam kategori “Sangat Kurang” dan “Kurang”. Temuan ini mengindikasikan bahwa tingkat kebugaran kardiorespirasi siswa masih tergolong rendah dan perlu mendapat perhatian. Hasil penelitian ini diharapkan dapat menjadi dasar evaluasi bagi guru PJOK dan pihak sekolah dalam merancang program aktivitas fisik yang lebih efektif dan adaptif guna meningkatkan kebugaran jasmani siswa.
Tingkat Kemampuan VO₂MAX pada Siswa SMKN 1 Singosari Zulfina N, Fannisa; Alfin, Muhammad; Isnaini, Lalu; Rusdiyanto, Rajip Mustafillah
JURNAL PENDIDIKAN OLAHRAGA Vol. 15 No. 4 (2025): JURNAL PENDIDIKAN OLAHRAGA
Publisher : STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpo.v15i4.3006

Abstract

Kebugaran jasmani, khususnya kapasitas kardiorespirasi, merupakan komponen penting dalam menunjang kesiapan fisik siswa Sekolah Menengah Kejuruan (SMK) dalam menghadapi dunia kerja. Namun, rendahnya tingkat aktivitas fisik siswa SMK berpotensi menurunkan kebugaran jasmani mereka. Penelitian ini bertujuan untuk mengetahui tingkat kemampuan VO₂Max siswa kelas XI di SMKN 1 Singosari yakni 254 siswa sebagai indikator kebugaran kardiorespirasi. Metode yang digunakan adalah survei kuantitatif dengan pendekatan deskriptif. Sampel terdiri dari 100 siswa, yaitu 50 siswa laki-laki dan 50 siswa perempuan yang dipilih secara acak. Instrumen pengumpulan data menggunakan Multistage Fitness Test (Bleep Test) untuk mengukur nilai VO₂Max. Hasil penelitian menunjukkan bahwa rata-rata VO₂Max siswa laki-laki adalah 37,5 ml/kg/menit dan siswa perempuan 27,8 ml/kg/menit. Mayoritas siswa berada dalam kategori “Sangat Kurang” dan “Kurang”. Temuan ini mengindikasikan bahwa tingkat kebugaran kardiorespirasi siswa masih tergolong rendah dan perlu mendapat perhatian. Hasil penelitian ini diharapkan dapat menjadi dasar evaluasi bagi guru PJOK dan pihak sekolah dalam merancang program aktivitas fisik yang lebih efektif dan adaptif guna meningkatkan kebugaran jasmani siswa.
Gamifikasi vs Pendekatan Tradisional dalam Pembelajaran Pencak Silat Rusdiyanto, Rajip Mustafillah; Hariyanto, Eko; Isnaini, Lalu Moh Yudha
JURNAL PENDIDIKAN OLAHRAGA Vol. 15 No. 3 (2025): JURNAL PENDIDIKAN OLAHRAGA
Publisher : STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpo.v15i3.3010

Abstract

Penelitian ini bertujuan untuk membandingkan efektivitas pendekatan pembelajaran tradisional dan gamifikasi dalam meningkatkan hasil belajar mahasiswa pada mata kuliah pencak silat. Menggunakan desain eksperimen semu, dua kelompok mahasiswa masing-masing menerima perlakuan pembelajaran berbeda. Data dikumpulkan melalui instrument observasi yang mencakup partisipasi aktif, keterampilan, sikap dan proyek ahir, serta dianalisis menggunakan uji paired sample t-test dan independent sample t-test. Hasil menunjukkan bahwa kedua pendekatan mampu meningkatkan hasil belajar secara signifikan, namun peningkatan lebih besar terjadi pada kelompok gamifikasi. Temuan ini menegaskan bahwa gamifikasi dapat menjadi strategi pembelajaran yang lebih efektif dan menarik dalam konteks pendidikan jasmani., khususnya dalam mengembangkan keterampilan motoric dan partisipasi aktif. Penelitian ini juga menyoroti pentingnya inovasi pedagogis dan penggunaan teknologi untuk menciptakan pengalaman belajar yang lebih bermakna.