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The Application of Training Methods and The Influence of Achievement Motivation in Increasing The Speed of Karateka Jujur Gunawan Manullang; Ilham Arvan Junaidi; Widya Handayani
Halaman Olahraga Nusantara : Jurnal Ilmu Keolahragaan Vol. 6 No. 2 (2023): Halaman Olahraga Nusantara (Jurnal Ilmu Keolahragaan)
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/hon.v6i2.11917

Abstract

This study aims to determine the effect of training methods and achievement motivation on the results of karateka karate speed at PGRI Palembang University. The method used in this study is quasi-experiment. The subjects in the study were 37 karateka of PGRI Palembang University. The instrument used in data collection for this variable is the Likert scale model questionnaire. The data analysis technique in this study was with two-track Analysis of Variance (ANAVA) and continued with the Tukey Test. From the results of data analysis shows that there is a difference in the influence of training methods between groups with circuit training methods and interval training is accepted, because the calculation results show Fcalculate = 6.99 > Ftable = 4.05 and there is an interaction between the training method and Achievement Motivation with Speed accepted, because the calculation results show that Fcalculate = 41.77 > Ftable = 4.05.
Akselerasi Kenaikan Pangkat Melalui Workhsop Penyusunan Proposal PTK Bagi Guru Pjok SD/SMP/SMA Kabupaten Lahat Jujur Gunawan Manullang; Dessy Wardiah; Hetilaniar Hetilaniar; Farizal Imansyah; Widya Handayani; Ilham Arvan Junaidi; Hengki Kumbara; Bambang Hermanysah; Dede Dwiansyah Putra
Wahana Dedikasi : Jurnal PkM Ilmu Kependidikan Vol. 6 No. 1 (2023): Wahana Dedikasi : Jurnal PkM Ilmu Kependidikan
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Mitra program kemitraan PKM ini merupakan guru PJOK di Kabupaten Lahat tingkat SD/SMP/SMA. Masalahnya bahwa guru mengalami kesulitan dalam menyusun proposal PTK untuk syarat pengurusan pangkat. Guru belum memiliki gambaran mengenai sistematika penulisan PTK. Guru belum memaknai pentingnya penulisan PTK. Metode yang digunakan adalah ceramah, demonstrasi, diskusi, dan workshop. Capaian hasil workshop sebagai berikut: (1) guru memahami bahwa penelitian PTK dapat meningkatkan kualitas belajar bagi siswa, (2) Guru memahami prosedur dan sistematika penulisan proposal PTK, (3) guru memiliki satu proposal yang siap diajukan sebagai syarat kepengurusan pangkat guru. Kata kunci: Proposal PTK
SEMINAR ANTI NARKOBA SEBAGAI UPAYA MEWUJUDKAN KESADARAN KALANGAN REMAJA TERHADAP BAHAYA NARKOBA Widya Handayani; Jodi Ardiyansah; Risti Karunia; Cindy Claudya Kharisma Putri; Za’fis Sherlinda
Kreativitas Pada Pengabdian Masyarakat (Krepa) Vol. 2 No. 3 (2024): Kreativitas Pada Pengabdian Masyarakat (Krepa)
Publisher : CV SWA Anugerah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.8765/krepa.v2i3.1940

Abstract

Narkoba menjadi ancaman besar terhadap kesehatan, keamanan, dan stabilitas sosial di berbagai tingkatan masyarakat. Dari data kominfo pada tahun 2021 ditemukan bahwa mayoritas pengguna narkoba berusia 15-35 tahun. Seminar anti narkoba merupakan salah satu program kerja mahasiswa KKN Kelompok 63 Universitas PGRI Palembang tahun 2023 di desa Tambak Boyo yang bertujuan guna memberikan wawasan kepada para remaja tentang bahanya narkoba. Seminar dilaksanakan di balai desa Tambak Boyo dengan sasaran peserta yaitu kalangan remaja. Kegiatan seminar anti narkoba ini berlangsung dengan antusias serta berhasil terlaksana dengan baik dilihat dari interaksi peserta seminar pada saat sesi tanya jawab berlangsung.
Assessment of Class 10 Students' Familiarity with Badminton at SMA PGRI 4 Palembang for the 2023/2024 Academic Year Muhammad Khofif Riyanto; Muhsana El Cintami Lanos; Widya Handayani; Hikmah Lestari
Musamus Journal of Physical Education and Sport (MJPES) Vol 6 No 2 (2024): Musamus Journal of Physical Education and Sport (MJPES)
Publisher : Program Studies of Physical Education, Faculty of Teacher Training and Education, Musamus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35724/mjpes.v6i2.6186

Abstract

Objective. During the 2023/2024 academic year, this research aims to evaluate the extent of badminton expertise among 10th-grade students at SMA PGRI 4 Palembang. Materials and methods. This study employs a quantitative descriptive research design, utilizing a survey methodology. The data-gathering method involved the utilization of a closed questionnaire as the instrument. The participants in the study were 60 students from SMA PGRI 4 Palembang, all of them were in the 10th grade. The data analysis was conducted using percentage-based descriptive statistics. Results. According to the research findings, the knowledge level of class 10 students at SMA PGRI 4 Palembang for the 2023/2024 academic year in the game of badminton is primarily categorized as medium, with 33.4% (20 students) falling into this category. Students in the very high category make up 23.4% (14 students), while those in the high category account for 18.4% (11 students). The very low category consists of 18.4% (11 students), and the low category comprises 6.7% (4 students). Conclusion. The findings suggest that the level of familiarity among class 10 students at SMA PGRI 4 Palembang for the 2023/2024 academic year about the game of badminton falls within the moderate range.
Meningkatkan Motivasi Belajar Pendidikan Jasmani Siswa Sekolah Dasar Dengan Metode Pembelajaran Blended Learning Menggunakan Media Inovatif Hendra Lesmawan; Widya Handayani; Muhsana El Cintami Lanos; Siti Ayu Risma Putri; Jujur Gunawan Manullang; Machiavelli Herman Tarmizi
Jurnal Pendidikan Indonesia Vol. 5 No. 11 (2024): Jurnal Pendidikan Indonesia
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/japendi.v5i11.6289

Abstract

Kemajuan teknologi saat ini telah mengubah semua dimensi kehidupan manusia, tidak terkecuali perubahan pada dunia Pendidikan. Teknologi dan dunia pendidikan adalah dua hal yang tidak bisa terpisahkan, yang saling mempengaruhi satu sama lain.  Sehingga tidak bisa dipungkiri bahwa dalam mempersiapkan pembelajaran, guru dituntut harus selalu menyesuaikan dengan teknologi sehingga baik proses maupun hasil pembelajaran tidak akan tertinggal dari perkembangan. Penelitian ini bertujuan untuk mengkaji pengaruh penerapan metode pembelajaran blended learning menggunakan media inovatif terhadap motivasi belajar Pendidikan Jasmani siswa Sekolah Dasar. Dengan perkembangan teknologi pendidikan, blended learning menawarkan kombinasi antara pembelajaran tatap muka dan pembelajaran daring yang dapat meningkatkan interaksi serta keterlibatan siswa. Berdasarkan hasil yang telah diperoleh maka hipotesis dalam penelitian ini yaitu jika diterapkan Metode Blended Learning menggunakan Media Inovatif, maka Motivasi Belajar Siswa kelas V SDN 01 Tiuh Balak pada mata pelajaran Pendidikan Jasmani, olahraga dan Kesehatan meningkat, dapat diterima. Dengan demikian dapat disimpulkan bahwa Metode Blended Learning menggunakan Media Inovatif dapat meningkatkan motivasi belajar siswa kelas V SDN 01 Tiuh Balak, Kecamatan Baradatu, Kabupaten Way Kanan, Provinsi Lampung, Indonesia.
PENGEMBANGAN MEDIA POP UP BOOK PADA MATERI DONGENG Chatrin Agist Savira; Widya Handayani; Masnunah Masnunah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 5 (2023): Volume 09 No. 05 Desember 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i5.1989

Abstract

ABSTRACT The aim of this research is to develop Pop Up Books on Fairytale Materials. The goal of the researchers to develop the media in order to facilitate the students in the learning process. Research methods use R&D (Research and Development) methods, with descriptive techniques. There are three results of expert validation, a) material experts in obtaining a score of 100% with a description of Very Good, b) media experts in getting a rating of 92% with a statement of Very good, c) designers in getting the score of 86% with the description Of Very Good. And there are 2 scales, a small scale test of 3 pupils and a large scale of 1 class of 29 pupils. Data collection using hoist. Data analysis using percentage analysis. The results of the study, are a) that in the small-scale group trial the average of 94% of this means that the product belongs to the category Very Good. whereas of the large-scala trial has an average of 92.06% with a description Very Good. b) The practicality test of the pupils on the product Media Pop Up Book given to the researchers in learning belonged to Very High, this is proved by the percentage of answers angket pupils 93.18%. Keywords: Development, Media pop up book, Storytelling material. ABSTRAK Tujuan dalam penelitian ini adalah mengembangkan Pop Up Book Pada Materi Dongeng. Tujuan peneliti mengembangkan media tersebut agar memudahkan peserta didik dalam proses pembelajaran. Metode penelitian menggunakan metode R&D (Research and Development), dengan teknik deskriptif. Terdapat tiga hasil validasi ahli, a) ahli materi di peroleh nilai 100% dengan keterangan Sangat Baik, b) ahli media di peroleh nilai 92% dengan keterangan Sangat Baik, c) ahli desain di peroleh nilai 86% dengan keterangan Sangat Baik. Dan terdapat 2 skala, uji skala kecil berjumlah 3 peserta didik dan skala besar berjumlah 1 kelas yaitu 29 peserta didik. Pengumpulan data menggunakan angket. Analisis data menggunakan analisis persentase. Hasil penelitian, adalah a) Bahwa dalam uji kelompok skala kecil rata-rata sebesar 94% hal tersebut bermakna bahwa produk termasuk kedalam kategori Sangat Baik. Sedangkan dari uji skala besar memiliki rata-rata 92,06% dengan keterangan Sangat Baik. b) Uji Kepraktisan peserta didik terhadap produk Media Pop Up Book yang diberikan peneliti dalam belajar tergolong Sangat Tinggi, hal tersebut dibuktikan dengan persentase jawaban angket peserta didik 93,18%. Kata Kunci : Pengembangan, Media pop up book, Materi Dongeng
The Role of the Pali Regency Government in the Development of Sports Tourism to Improve the Community’s Economy Widya Handayani; Pajar Fhatanah
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol. 15 No. 1 (2026)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v15i1.40379

Abstract

This study analyzes the Government programs of Penukal Abab Lematang Ilir (PALI) Regency in encouraging the development of sport tourism as a response to stimulate local economy. This research aims to investigate to examine the contribution of the PALI Regency Government in promoting sport tourism, to identify the strengths and weaknesses accompanying its development process, and to propose strategic options for future sustainable development. A qualitative research approach was employed, which consisted of local government agents, event planners and community leaders. The data was collected through interviews, observation and document review and analyzed with thematic analysis approach to find the common patterns and understanding. The findings indicate that the sport tourism in PALI is relatively new and has not been deeply rooted in the regional tourism management system. Various sport and cultural events like Candi Bumi Ayu Festival have encouraged the participation of the local population and development of micro businesses. The supporting infrastructure for popular tourist sites particularly in and around Candi Bumi Ayu, is insufficient to meet the standards of visitor comfort and ease of access. In sum, the results imply that sport tourism can have considerable strategic promise in the support of local economic diversification. To continue its sustainable advancement beyond the initial enthusiasm, systemic planning, trained manpower development, infrastructure up-gradation and continued collaboration habit are necessary. These works will ensure that sporting tourism really is capable of delivering significant and sustainable economic value to our regions.
Meningkatkan Motivasi Belajar Pendidikan Jasmani Siswa Sekolah Dasar Dengan Metode Pembelajaran Blended Learning Menggunakan Media Inovatif Hendra Lesmawan; Widya Handayani; Muhsana El Cintami Lanos; Siti Ayu Risma Putri; Jujur Gunawan Manullang; Machiavelli Herman Tarmizi
Jurnal Pendidikan Indonesia Vol. 5 No. 11 (2024): Jurnal Pendidikan Indonesia (Japendi)
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/japendi.v5i11.6289

Abstract

Kemajuan teknologi saat ini telah mengubah semua dimensi kehidupan manusia, tidak terkecuali perubahan pada dunia Pendidikan. Teknologi dan dunia pendidikan adalah dua hal yang tidak bisa terpisahkan, yang saling mempengaruhi satu sama lain.  Sehingga tidak bisa dipungkiri bahwa dalam mempersiapkan pembelajaran, guru dituntut harus selalu menyesuaikan dengan teknologi sehingga baik proses maupun hasil pembelajaran tidak akan tertinggal dari perkembangan. Penelitian ini bertujuan untuk mengkaji pengaruh penerapan metode pembelajaran blended learning menggunakan media inovatif terhadap motivasi belajar Pendidikan Jasmani siswa Sekolah Dasar. Dengan perkembangan teknologi pendidikan, blended learning menawarkan kombinasi antara pembelajaran tatap muka dan pembelajaran daring yang dapat meningkatkan interaksi serta keterlibatan siswa. Berdasarkan hasil yang telah diperoleh maka hipotesis dalam penelitian ini yaitu jika diterapkan Metode Blended Learning menggunakan Media Inovatif, maka Motivasi Belajar Siswa kelas V SDN 01 Tiuh Balak pada mata pelajaran Pendidikan Jasmani, olahraga dan Kesehatan meningkat, dapat diterima. Dengan demikian dapat disimpulkan bahwa Metode Blended Learning menggunakan Media Inovatif dapat meningkatkan motivasi belajar siswa kelas V SDN 01 Tiuh Balak, Kecamatan Baradatu, Kabupaten Way Kanan, Provinsi Lampung, Indonesia.
AVK game model based on technology and local wisdom to improve physical fitness of children aged 6-12 years Evi Megariani; Widya Handayani; Siti Ayu Risma Putri; Hikmah Lestari; Muhsana El Cintami Lanos
Multilateral : Jurnal Pendidikan Jasmani dan Olahraga Vol 25, No 1 (2026): February
Publisher : Lambung Mangkurat University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/multilateral.v25i1.24416

Abstract

This study aims to develop and evaluate AVK (Audio, Visual, Kinesthetic) Game Models based on Technology and Local Wisdom to improve the physical fitness of children aged 6-12 years. The research was carried out for one year using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The analysisstage involved identifying learning needs, dominant learning styles, and the physical fitness conditions of children through observations, interviews, and surveys involving 100 student participants. The design and development stage resulted in four interactive games that integrate physical movement, audio-visual media, and elements of South Sumatra local culture, namely Musi Fort, Palace Jump Rope, Sriwijaya Hide and Seek, and Belida Fish Catch. The design and development stage produced four interactive games that combine physical movement, audio-visual media, and elements of local South Sumatra culture: Musi Fort, Palace Jump Rope Jump, Sriwijaya Hide and Seek, and Belida Fish Catch. The implementation of the model was carried out on 60 students (consisted of 30 males and 30 females), with pretest and posttest measurements of physical fitness using TKSI instruments, as well as observation of student involvement and response. The evaluation stage was conducted after implementation by comparing pre-test and post-test results, supported by observations and questionnaires on students’ and teachers’ responses, with the evaluation results serving as the basis for drawing conclusions regarding the effectiveness and feasibility of the model in elementary school Physical Education learning. The results of the statistical analysis using a paired-sample t-test showed a significant difference between the pre-test and post-test scores (p < 0.05). The results showed significant improvements in various aspects of physical fitness, namely flexibility (10%), muscle endurance (8%), coordination (10%), agility (8%), and cardiopulmonary endurance (9%). In addition, 91% of students showed a positive response to this learning model, and teachers considered this media to be effective and support the integration of local wisdom values. In conclusion, the AVK Game Model based on Technology and Local Wisdom has been proven to be effective in improving physical fitness, motivating students’ active participation, and strengthening appreciation for local culture. This model deserves to be used as an innovative alternative in Physical Education learning in elementary schools, which brings together technology, multiple intelligences, and local wisdom values in a fun and contextual way.
PENGARUH MODEL PEMBELAJARAN ROLE PLAYING TERHADAP KETERAMPILAN BERBICARA SISWA PADA MATA PELAJARAN BAHASA INDONESIA DI KELAS V SD Rian Natanael; Widya Handayani; Amiruddin
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.16519

Abstract

The purpose of this study is to examine the impact of the role-playing learning model on the oral communication skills of Indonesian language students enrolled in the fifth grade at SD Negeri 63 Palembang. “There was a posttest-only control group in this quasi-experimental investigation. Eleven students from the experimental group and nineteen from the control group made up the sample size of thirty-seven. Oral tests and documentation were used to gather data. Utilizing IBM SPSS Statistics version 26, we performed data analysis utilizing tests for normality and homogeneity as well as Independent Sample t-tests. The experimental group averaged 79.1 on the speaking ability test, whereas the control group averaged 52.8.” The results of the hypothesis test demonstrated that the Role Playing learning model significantly impacted students' speaking abilities, as the t-value (9.900) exceeded the t-table value (2.030) with a significance value of 0.000 <0.05.