Claim Missing Document
Check
Articles

Found 6 Documents
Search

PERANCANGAN FLYBACK CONVERTER UNTUK CATU DAYA DRIVER MOTOR BLDC ( BRUSHLESS DIRECT CURRENT ) Agus Mahendra; Sapril Sapril; Maryantho Masarrang
Foristek Vol. 9 No. 2 (2019): Foristek
Publisher : Foristek

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (763.171 KB) | DOI: 10.54757/fs.v9i2.60

Abstract

Flyback Converter is an electronic circuit that can increase the output voltage value, the voltage value can be adjusted by changing the value of the duty cycle. This Flyback Converter will be controlled by the Pulse Width Modulation method as the output voltage setting and this research is equipped with a feedback function as monitoring and control of Input Pulse Width Modulation. This designed flyback converter aims to provide an isolated power supply as a power source for Brushless Direct Current Motor drivers, and this research was conducted to analyze how much power the flyback converter can produce to be able to supply Brushless Direct Current Motor drivers. The results of the analysis obtained in the research Design of flyback converter for power supply of BLDC (Brushless Direct Current) motor driver that is flyback converter is given an input voltage of 31 VDC and output voltage of 15 VDC, rheostat load with a capacity of 39 Ohm, a frequency of 31 KHz in the form of a box wave duty cycle reaches 70%. Flyback converter designed to produce maximum power of 49.6 watts on 70% duty cycle testing.
Tingkat Sedentary Behavior dan Kebugaran Jasmani Di Sekolah Dasar Pauji, Ahmad; Agus Mahendra; Wildan Alfia Nugroho
Jumper: Jurnal Mahasiswa Pendidikan Olahraga Vol 4 No 3 (2024): Jumper: Jurnal Mahasiswa Pendidikan Olahraga
Publisher : LPPM Sekolah Tinggi Olahraga dan Kesehatan Bina Guna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55081/jumper.v4i3.2188

Abstract

Penelitian ini bertujuan untuk mengetahui tingkat sedentary behavior, kebugaran jasmani dan juga hubungan antara tingkat sedentary behavior dengan kebugaran jasmani berdasarkan jenis kelamin siswa kelas V SDN Pancasila. Metode yang digunakan dalam penelitian ini adalah deskriptif kuantitatif dengan menggunakan desain korelasional.. Instrumen yang digunakan dalam penelitian ini menggunakan kuisioner Adolescent Sedentary Activity Questionnaire dan tes kebugaran jasmani indonesia. 83% tingkat sedentary behavior pada laki – laki, dan perempuan 96%. Dari keseluruhan rata – rata melakukan tingkat sedentary behavior > 5 jam (tinggi). Pada laki – laki, 55%, dan perempuan, 54% kebugaran jasmaninya kurang. Berdasarkan pengolahan data dan analisis data terdapat nilai p sebesar 0,011. Maka dapat disimpulkan bahwa terdapat korelasi yang signifikan antara tingkat sedentary behavior dengan kebugaran jasmani berdasarkan jenis kelamin.
Pengaruh Model Pembelajaran Teaching Games For Understanding (TGFU) Terhadap Keterampilan Bermain Futsal Ahmad Hidayat; Agus Mahendra; Anira
Jumper: Jurnal Mahasiswa Pendidikan Olahraga Vol 4 No 3 (2024): Jumper: Jurnal Mahasiswa Pendidikan Olahraga
Publisher : LPPM Sekolah Tinggi Olahraga dan Kesehatan Bina Guna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55081/jumper.v4i3.2203

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Teaching Games for Understanding (TGfU) terhadap keterampilan bermain futsal pada ekstrakurikuler di SDN 7 Regol Kiansantang. Metode yang digunakan dalam penelitian ini adalah eksperimen dengan pretest postest control group design dengan populasi siswa aktif yang mengikuti ekstrakurikuler futsal di SDN 7 Regol Kiansantang dengan sample sebanyak 20 siswa. Instrumen menggunakan lembar observasi Games Performance Assesesment Instrument (GPAI). Analisis data menggunakan uji Shapiro-Wilk, Levene Statistics, Paired Sample T-Test, dan uji Independent Sample T-Test dengan bantuan aplikasi SPSS 25. Berdasarkan pengolahan dan analisis data ditemukan terdapat pengaruh pada kelompok eksperimen dan kontrol terhadap kemampuan bermain futsal (sig 0,000 < 0,05), terdapat perbedaan pengaruh antara kelompok eksperimen dengan kontrol sebesar (sig 0,009 < 0,05). Pembelajaran Teaching Games for Understanding (TGfU) memiliki tingkat efektifitas lebih tinggi dibandingkan dengan Pembelajaran Tradisional, hal ini dapat dilihat dari hasil perhitungan rata-rata nilai N Gain kelompok eksperimen sebesar 19,90 sedangkan kelompok kontrol sebesar 13,30. Jadi dapat disimpulkan bahwa terdapat pengaruh model pembelajaran Teaching Games for Understanding (TGfU) terhadap keterampilan bermain futsal, terdapat perbedaan pengaruh antara model pembelajaran Teaching Games for Understanding (TGfU) dengan model pembelajaran tradisional terhadap keterampilan bermain futsal.
Development of Sport Kids Application as an Effort to Increase Physical Activity of Elementary School Children Cheni Febrianti; Wildan Alfia Nugroho; Agus Mahendra
Journal of Physical Education Health and Sport Vol. 12 No. 1 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpehs.v12i1.29326

Abstract

The increasing use of digital devices among children has led to decreased physical activity and increased sedentary lifestyles, posing serious health risks. This study aims to develop the Sport Kids application as an innovative digital platform to promote physical activity in elementary school children. Using the ADDIE development model (Analyze, Design, Develop, Implement, Evaluate), the application was created with four main features: nutrition, physical activity, sports, and quizzes. It was designed using Canva and Scratch, then converted to Android format. Validation by media and material experts indicated an average feasibility score of 81%, categorized as very feasible. Implementation was carried out with 29 fourth-grade students over seven days. Physical activity levels were measured using the PAQ-C instrument before and after using the application. The results showed a significant improvement in activity levels. Statistical analysis using a paired sample t-test produced a significance value of 0.000 (p < 0.05), confirming that the Sport Kids application effectively increased children’s physical activity. This research concludes that digital applications, when properly designed and implemented, can serve as effective tools in promoting active and healthy lifestyles among school-aged children. 
Visualizing Research Trends in Positive Youth Development through Sport: a VOSviewer Bibliometric Analysis Hidayat; Amung Ma'mun; Mustika Fitri; Agus Mahendra
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol. 13 No. 3 (2024)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/peshr.v13i3.12106

Abstract

Research and publications on positive youth development through sport instruction have been widely conducted in various countries. However, this trend does not always reflect the existing conditions. In fact, positive youth development through sport has a significant positive impact on the younger generation. This study aims to analyze the visualization metrics of publications on positive youth development through sport over the past ten years (2013-2023) using the literature review method. Examination using Scopus through the Publish or Perish (PoP) application found only twelve articles (out of a total of 74 articles) that met the VOSviewer visualization analysis criteria. The results of the study showed that the highest publications occurred in 2021 with 56 citations, and in 2018 with 55 citations from two articles each year. VOSviewer visualization confirms that positive youth development through sport instruction has great potential to be further developed with other terms, so that it can more effectively meet the needs of the younger generation. This study presents the results of computational bibliometric mapping of data published in research articles. Future research could consider broader aspects of PYD teaching and link it to other terms to enhance the various aspects that support positive adolescent development.
The Effectiveness of Tactical Game Approach Through Handball Games on Decision Making and Manipulative Movement Skills of Elementary School Students Khoerunnisa Azzahra; Agus Mahendra; Mukhlisin
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol. 14 No. 3 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v14i3.35729

Abstract

This study aims to determine the effectiveness of the application of the Tactical Game Approach (TGA) through handball games on improving decision-making abilities and manipulative motor skills of elementary school students. The background of this study is because PE learning in elementary schools is still dominated by conventional approaches, making students less active and less involved in the game. This study used an experimental method with a one-group pretest-posttest design and involved 30 elementary school students selected through a purposive sampling technique. Data were collected using the Game Performance Assessment Instrument (GPAI) to measure decision-making abilities and the Test of Gross Motor Development-3 (TGMD-3) to measure manipulative motor skills during the pretest and posttest. The data obtained were analyzed using the non-parametric Shapiro-Wilk test to test normality and the Wilcoxon Signed-Rank Test to test differences in pretest and posttest results. The results showed an increase in the average score in both aspects studied. Based on the Wilcoxon test results, a significance value of 0.000 (p < 0.05) was obtained, which means there is a significant difference between the pretest and posttest results. The application of the Tactical Game Approach through handball games is effective in improving decision-making abilities and manipulative motor skills of elementary school students. Further research is recommended to use an experimental design involving a control group or compare the effectiveness of TGA with other learning models.