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Dribbling basketball learning model Based on neuroscience Rahmat Gunawan; Yusmawati; Fatah Nurdin
Gladi : Jurnal Ilmu Keolahragaan Vol 13 No 1 (2022): GLADI : JURNAL ILMU KEOLAHRAGAAN
Publisher : UNIVERSITAS NEGERI JAKARTA POSTGRADUATE OF PHYSICAL EDUCATION DEPARTMENTS

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Abstract

The aim of this research and development is to produce a learning model of dribbling basketball based on neuroscience for Junior High School students and determine the effectiveness of the resulting model. This study uses Research & Development (R&D) of ADDIE model. The results of the study resulted in a product in the form learning model of dribbling basketball based on neuroscience that had been validated and revised by experts as many as 20 models. And in this application, the research subjects used were 60 male students at seventh grade of Al Fityan Boarding School Bogor. Data collection began with interviewing the Physical Education teacher at the Junior High School, then the initial test was carried out. Test the effectiveness of the model using an observation instrument used to determine the ability to learn a model of dribbling basketball before and after the treatment of neuroscience based. The initial test obtained that the student’s basketball dribbling learning outcomes were 82,33. In the significance test of the difference between with SPSS 26, it mean ( 11,617) the difference between the pre-test and post-test. And the result of t-count (18,824), df (59) and p-value (0,00 < 0,05) which means there is a significant difference between before and after the the treatment.
TUTORIAL VIDEO PERMAINAN BERBASIS NEUROSAINS PADA PEMBELAJARAN PENDIDIKAN JASMANI Yusmawati; Eva Julianti; Mardian Mulyanto
Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Vol 2 (2021): PROSIDING SEMINAR NASIONAL PENGABDIAN KEPADA MASYARAKAT - SNPPM2021
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Negeri Jakarta

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Abstract Community Service at SDN X Bekasi City is carried out by paying attention to the implementation of physical education learning that refers to Neuroscience. This activity is one of the implementations of the Tri Dharma of Higher Education with the title PPM-UNJ 2021 activity about neuroscience-based video game tutorials for use in physical education learning. This tutorial also aims to provide knowledge and skills in making games that are appropriate for the age level of third grade elementary school students. This activity consists of understanding material about neuroscience, making game designs. The method of activity is carried out with a cooperative learning approach. The results of this activity students will get physical education learning by using games that refer to neuroscience in each lesson. . Abstrak Pengabdian Kepada Masyarakat di Sekolah Dasar Negeri X Kota Bekasi dilaksanakan dengan memperhatikan pelaksanaan pembelajaran pendidikan jasmani yang mengacu pada Neurosains. Kegiatan merupakan salah satu pelaksanaan Tri Darma Perguruan Tinggi dengan judul kegiatan PPM-UNJ tahun 2021 mengenai tutorial video permainan berbasis neurosains untuk dapat digunakan dalam pembelajaran pendidikan jasmani. Tutorial ini juga bertujuan untuk memberikan pengetahuan dan keterampilan dalam menciptakan permainan yang sesuai dengan jenjang usia siswa kelas IIISekolah Dasar. Kegiatan ini terdiri dari materi-materi pemahaman mengenai neurosain, membuat desain permainan. Metode kegiatan dilaksanakan dengan pendekatan cooperative learning. Hasil dari kegiatan ini adalah para siswa akan mendapat pembelajaran pedidikan jasmani dengan menggunakan permainan-permainan yang mengacu pada neurosains pada setiap belajar.
PELATIHAN LOMPAT TALI UNTUK PENINGKATAN AKTIFITAS FISIK SANTRI Eva Julianti P; Yusmawati; Hermanto Chaniago; Fuadah Fachruddiana
Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Vol 2 (2021): PROSIDING SEMINAR NASIONAL PENGABDIAN KEPADA MASYARAKAT - SNPPM2021
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Negeri Jakarta

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Abstract

Abstract Boarding schools/pesantren as appropriate places for the promotion of physical activity among youth through physical education, are also considered as the primary means responsible for increasing levels of physical activity. With the aim of involving students in more moderate to vigorous physical activity (Moderate to Vigorous Physical Activity) for students at Islamic Boarding Schools, for the first year this was started at AR Fachruddin Islamic Boarding School Yogjakarta. The National Jump Rope Training for Santri, attended by 128 students and female students, was carried out online. Participants showed interest in this activity, were able to follow and perform basic jumping rope activities well. Participants also measured the resting pulse and exercise pulse, the result was that the maximum pulse rate or the highest pulse rate was achieved during the maximum exercise below 100 BPM on average. Abstrak Sekolah berasrama/pesantren sebagai tempat yang tepat untuk promosi aktivitas fisik di kalangan remaja melalui pendidikan jasmani, serta dianggap sebagai sarana utama yang bertanggung jawab untuk meningkatkan tingkat aktivitas fisik. Dengan tujuan untuk melibatkan siswa dalam aktivitas fisik yang lebih moderat hingga vigorous (Moderate to Vigorous Physical Activity) bagi santri di Pondok Pesantren, untuk tahun pertama ini dimulai di Pondok Pesantren AR Fachruddin Yogjakarta. Kegiatan Pelatihan Nasional Lompat Tali untuk Santri, diikuti 128 santriawan dan santriwati dan dilaksanakan secara daring. Peserta menunjukkan minat pada kegiatan ini, mampu mengikuti dan melakukan aktifitas lompat tali dasar dengan baik. Peserta juga mengukur denyut nadi istirahat dan denyut nadi latihan, hasilnya denyut nadi maksimum atau denyut nadi tertinggi dicapai selama latihan maksimal rata-rata dibawah 100 BPM.
Model Latihan Kelincahan Tendangan Sabit Pencak Silat Menggunakan Alat Bantu Ladder Drill Dinda Chantika Herdiman; Johansyah Lubis; Yusmawati
Jurnal Speed (Sport, Physical Education, Empowerment) Vol. 5 No. 2 (2022): Jurnal Speed (Sport, Physical Education, and Empowerment)
Publisher : Universitas Singaperbangsa Karawang

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Abstract

ABSTRACT This study aims to produce a product in the form of a sabit kick training model in pencak silat, so this research can be a reference source for trainers as a variation of the sabit kick exercise. This research uses Research & Development development research. Of the ten steps of the ADDIE model, in the ADDIE model research there are 5 stages of the research process, namely Analysis, Design, Model Development, Implementation, Evaluation. In this study, researchers collaborated with one academic expert (lecturer) and two non-academic experts (coach). The subject of this study was the IPSI pencak silat athlete in Tangerang City and was the subject of a small group trial. The validation test used in this study was using the expert justification test, where the training model that had been created and developed was tested and then consulted and assessed by experts. Through validation tests carried out using expert justification tests produced products in the form of a pencak silat sickle kick training model. The training model can be developed to be more varied. There are 13 training models developed. Keywords: training model, scythe kick, pencak silat
RANCANG BANGUN PERMAINAN BERBASIS GERAK PADA MASYARAKAT Yusmawati; Eva Julianti
Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Vol 3 (2022): PROSIDING SEMINAR NASIONAL PENGABDIAN KEPADA MASYARAKAT - SNPPM2022
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Negeri Jakarta

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Abstract Sports activities are still limited to a few sports activities, realizing that there are still many variations of games that can be carried out as an alternative by elementary school-aged children, so this activity presents materials in the form of variations in movement in some traditional games to carry out sports activities in the community and also the use of other games that can be more varied and allow more attention or motivation for children through training. Priority efforts to carry out this activity as a PKM program in the 2022 period. Abstrak Aktivitas olahraga masih sebatas pada beberapa kegiatan olahraga saja, menyadari masih banyak variasi permainan yang dapat dilaksanakan sebagai alternatif oleh anak usia Sekolah Dasar, maka kegiatan ini menyajikan materi- materi berupa variasi gerak dalam beberapa permainan tradisional untuk melaksanaan aktivitas olahraga dimasyarakat dan juga penggunaan permainan lainnya yang dapat lebih variatif dan memungkinkan lebih memberikan perhatian atau motivasi bagi anak-anak melalui pelatihan. Upaya secara prioritas untuk melaksanakan kegiatan ini sebagai program PKM pada periode Tahun 2022.
MENGUSUNG DESA MENJADI DESTINASI WISATA OLAHRAGA Eva Julianti P; Yusmawati; Heni Widyaningsih
Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Vol 3 (2022): PROSIDING SEMINAR NASIONAL PENGABDIAN KEPADA MASYARAKAT - SNPPM2022
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Negeri Jakarta

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Abstract After more than 2 years of being hit by the COVID-19 pandemic, Indonesia is currently reviving its tourism industry. With the pandemic conditions, stakeholders in the domestic tourism industry are increasingly aware of the need to promote Indonesian tourism that is more modern and up to date, by prioritizing sports and nature tourism, including sports tourism. Due to its natural landscape, collaboration with UNJ as a fostered village, and other factors, Cisaat Tourism Village in Ciater, Subang, West Java has the potential to be developed into a sports tourism destination. The ability of industrial human resources is one of the obstacles to entering the sports tourism sector. Therefore, so that Cisaat village is ready to serve. Therefore, improving event management is important in an effort to position Cisaat village as a sports tourism destination. Youth from the Cisaat Village Youth Organization participated in the activity, which provided training on how to handle events, particularly sports activities. Community organizations have been created as a result, and they will organize and plan events for the sports tourism village. Abstrak Setelah lebih dari 2 tahun dilanda pandemi COVID-19, Indonesia saat ini sedang menghidupkan kembali industri pariwisatanya. Dengan kondisi pandemi, para pemangku kepentingan di industri pariwisata dalam negeri semakin sadar akan kebutuhan untuk mempromosikan pariwisata Indonesia yang lebih modern dan up to date, dengan mengutamakan olahraga dan wisata alam, termasuk wisata olahraga. Karena memiliki bentang alamnya, kerjasama dengan UNJ sebagai desa binaan, dan faktor lainnya, Desa Wisata Cisaat di Ciater, Subang, Jawa Barat berpotensi untuk dikembangkan menjadi destinasi wisata olahraga. Kemampuan sumber daya manusia industri menjadi salah satu kendala untuk masuk ke sektor pariwisata olahraga. Oleh karena itu, agar desa Cisaat siap melayani. Oleh karena itu, peningkatan event management menjadi penting dalam upaya memposisikan desa Cisaat sebagai destinasi wisata olahraga. Pemuda-pemuda dari Karang Taruna Desa Cisaat turut serta dalam kegiatan tersebut, yang memberikan pelatihan tentang bagaimana menangani acara, khususnya kegiatan olahraga. Organisasi masyarakat telah dibuat sebagai hasilnya, dan mereka akan mengatur dan merencanakan acara untuk desa wisata olahraga.