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PENGARUH LATIHAN CIRCUIT TRAINING DAN INTERVAL TRAINING TERHADAP KEMAMPUAN VO2MAX SISWA EKSTRAKURIKULER FUTSAL SMA NEGERI 1 TANJUNG LAGO Rizki Febriansyah; Siti Ayu Risma Putri; Hikmah Lestari
Jurnal Ilmiah Spirit Vol 25 No 2 (2025): JURNAL ILMIAH SPIRIT
Publisher : Universitas Tunas Pembangunan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36728/jis.v25i2.4911

Abstract

Jenis penelitian ini kuantitatif dengan populasi pada penelitian ini adalah siswa ekstrakurikuler futsal dengan sampel yang digunakan sebanyak 20 siswa.Metode penelitian yang digunakan merupakan metode eksperimen (Quasi Eksperimental), dengan desain penelitian berupa Two-group-pretest-posttest desain.. Untuk mengukur VO2Max, digunakan teknik pengambilan data berupa bleep test, dan uji hipotesis menggunakan uji independent sample t-test. Hasil analisis kelompok circuit training dengan hasil uji paired sample t test nilai sig.(2-tailed) 0.000 < 0.05 dengan thitung > ttabel = 13.996 > 2.262 dan mengalami peningkatan nilai pretest 37.19 menjadi posttest sebesar 43.61, dengan peningkatan sebesar 6.42 sedangkan untuk latihan interval training dengan hasil uji paired sample t test nilai sig.(2-tailed) 0.000 < 0.05 dengan thitung > ttabel = 5.592 > 2.262 dan mengalami peningkatan nilai pretest 33.05 menjadi posttest sebesar 36.60 dengan peningkatan sebesar 3.55. Berdasarkan hasil independent sample test dengan menggunakan equal variance assumed diperoleh nilai sig.(2-tailed) 0.029 < 0.05 dengan thitung > ttabel = 2.366 > 2.100 maka Ho ditolak dan Ha diterima. Kesimpulan dari penelitian ini ada pengaruh signifikan setelah diberikan perlakuan melalui latihan circuit training dan interval training terhadap kemampuan VO2Max siswa ekstrakurikuler futsal SMA Negeri 1 Tanjung Lago dan peningkatan latihan circuit training lebih baik dari interval training.
PENGARUH GAME EDUKASI “EDUCAPLAY” TERHADAP KEMAMPUAN BERHITUNG PENGURANGAN PADA SISWA KELAS 2 SDN 211 PALEMBANG siska; Hikmah Lestari; Mega Prasrihamni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

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

Abstract

This study aims to determine the effect of the educational game educaplay on the students calculating ability to subtract class 2 SDN 211 Palembang. This research method uses a quantitative approach using the True Experiment type, in the form of a Posttest-Only Control Design. The data collection technique is carried out through a learning outcome tests that is given treatment and posttest. The results of the posttest data analysis show that the average experimental value of 87,14 is higjer that the control class with an average value of 42,25. The analysis technique used in this study is the t-test, in testing the hypothesis obtained a t-count value > trabel of 0,05 > 0,077, based on the independent sampel test t-test in this study obtained a sig value (2-tailled) 0,000 < 0,05, so it can be concluded that the significant value is less than 0,05,then Ho is rejected and Ha (there is influence) is sccepted. It can be concluded the effect to the educational game educaplay on students calculating ability to subtract class 2 SDN 211 Palembang.
Needs analysis for the visual auditory kinesthetic (VAK) model using smart floor in physical education, sports, and health learning in elementary schools Widya Handayani; Hikmah Lestari; Siti Ayu Risma Putri; Muhsana El Cintami Lanos; Evi Megariani
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 14 No. 5 (2025): October
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v14i5.p797-811

Abstract

This study presents the needs of the VAK game model using Smart Floors in Physical Education, Sports, and Health learning for elementary school students. Using Smart Floors (a technology-based interactive surface) as part of technological advancements provides sports facilities that can enhance exercise, prevent injuries, and create a more engaging sports experience for elementary school students. A descriptive exploratory design with a mixed-method approach was used as the research method. The study was conducted at five elementary schools in Palembang. Participants involved as informants were 200 fourth and fifth-grade elementary students and five sports teachers. Data collection techniques were observation (direct surveys to schools), interviews, questionnaires, and documents. Data analysis techniques were carried out quantitatively and qualitatively. The results of the needs analysis concluded that teachers and students gave a positive response to the need for a Physical Education, Sports, and Health learning model, and with the percentage of 'agree' and 'strongly agree' responses from students reaching >70% for the audio and visual content aspects, strengthening the findings of this needs analysis. The most desired game model was based on traditional games, supported by technology. The VAK game model using Smart Floor was created to contain 1) content aspects (audio, visual, and kinesthetic), 2) process aspects (exploration, elaboration, and confirmation), and 3) impact aspects. Based on the findings of this needs analysis, the design of the VAK game model should be implemented using various traditional games. The research implications indicate that the findings provide a concrete basis for the design and development phase of the VAK game model, which is based on Smart Floors and traditional games.