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Domain-specific physical literacy profiles of elementary physical education teachers in rhythmic activity instruction Ranintya Meikahani; Aris Fajar Pambudi; Soni Nopembri; Hari Yuliarto; Nur Sita Utami
Lentera Negeri Vol. 7 No. 1 (2026): Lentera Negeri
Publisher : Indonesian Institute For Counseling, Education and Therapy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/992870

Abstract

Teachers' own physical literacy, a necessary condition for effective instruction, remains relatively unexplored, especially in the context of rhythmic activity within non-Western elementary school settings. This paper investigates the level of physical literacy of teachers involved in rhythm-based physical education activities across five domains: cognitive understanding, motor competence, balance ability, object control, and environmental participation. A cross-sectional survey was conducted involving 52 elementary PE teachers (37 males, 15 females) from Yogyakarta, Indonesia. Physical literacy was assessed using a 20-item questionnaire designed to measure all five domains, with descriptive data presented as a percentage of total attainment compared with previously determined category thresholds. Teachers were found to be most competent in object control (55%) and cognitive understanding (53%), with moderate levels in environmental participation (51%), whereas motor competence (42%) and balance ability (39%) were comparatively low, with balance the weakest of the five domains. The integrated level of physical literacy of the teachers was 49% (average category). This gap between teachers' cognitive understanding and their physical and balance skills is likely to affect learning strategies in rhythmic activities, where balance and movement coordination are central topics. These findings support physical education courses focusing on motor and balance skills, rather than relying only on general awareness and promotion of physical literacy, in the professional development context of rhythmic activity teaching.
Pengembangan Video Animasi Berbasis Permainan Edukatif untuk Meningkatkan Keterampilan Gerak Dasar Siswa di SDN 8 Dauh Puri Agus Nuarta; Aris Fajar Pambudi
Gelanggang Olahraga: Jurnal Pendidikan Jasmani dan Olahraga (JPJO) Vol. 9 No. 4 (2026): Gelanggang Olahraga: Jurnal Pendidikan Jasmani dan Olahraga
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/rzg02a35

Abstract

This study aims to develop learning media in the form of an animated video based on educational games to improve the fundamental movement skills of first-grade elementary school students. This study uses a Research and Development (R&D) approach based on the ADDIE model: analysis, design, development, implementation, and evaluation. The subjects of the study were 60 first-grade students at SDN 8 Dauh Puri, selected using simple random sampling and divided into a control group and an experimental group. Data collection techniques included interviews, observations, questionnaires, tests (pre-test and post-test), and documentation. Data were analyzed using qualitative and quantitative approaches, including descriptive analysis and a paired-sample t-test. The results showed that the animated video product based on educational games had a very high level of validity, as assessed by material experts (93%), media experts (86%), and language experts (90%). The implementation results also showed a significant increase in students' basic motor skills, with the average pre-test score of 58.55 rising to 82.02 on the post-test. The paired-sample t-test results showed a significant difference (p < 0.05) with a very large effect size. Furthermore, the practicality test achieved a 90% success rate, indicating the media's ease of use in the learning process. These results have implications for integrating innovative technology as a learning medium in physical education classes, especially in elementary schools. Keywords: Animated Video, Fundamental Movement, Game
Physical Activity, Sleep Quality, Screen Time, Peer Support and Physical Fitness in Fifth Grade Elementary Students Ahmad Fajar Kurniawan; Aris Fajar Pambudi
MEDIKORA Vol. 24 No. 2 (2025): Oktober
Publisher : Faculty of Sports Sciences, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/medikora.v24i2.93405

Abstract

This study examined the associations of physical activity, sleep quality, screen time, and peer support with physical fitness among fifth grade students at SD Negeri Klodangan. A quantitative correlational design with a cross sectional approach was employed. Participants were 28 fifth grade students (12 boys and 16 girls). Physical fitness was assessed using a test battery consisting of the 20 m PACER, 30 second curl up, 30 second push up, standing long jump, sit and reach, and the 10×5 shuttle run. Physical activity and screen time were collected through a weekly journal, sleep quality was measured using a questionnaire, and peer support was assessed using a rating scale. Data were analyzed using descriptive statistics, assumption tests, Pearson or Spearman correlation, and multiple linear regression. The results indicated that physical activity, sleep quality, screen time, and peer support were not significantly correlated with physical fitness (p > 0.05), with Spearman correlation coefficients ranging from −0.220 to 0.256. Multiple regression also showed no significant simultaneous effect (R² = 0.160; p = 0.384). In conclusion, variations in students’ physical fitness in this context may be influenced by other factors beyond the proposed model. Further research is recommended to consider nutritional status, structured exercise intensity, and students’ motivation for physical activity.
The Effectiveness of Ball Throwing and Catching Games: Analysis of Basic Manipulative Movement Skills in Elementary School Students Aditya, Revi; Kriswanto, Erwin Setyo; Pambudi, Aris Fajar; Yuliarto, Hari; Munir, Ali
Jp.jok (Jurnal Pendidikan Jasmani, Olahraga dan Kesehatan) Vol. 10 No. 1 (2026): Jp.jok (Jurnal Pendidikan Jasmani, Olahraga dan Kesehatan)
Publisher : Physical Education, Health and Recreation Study Program, Universitas Insan Budi Utomo, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/jp.jok.v10i1.3245

Abstract

Basic manipulative movements are an important skill in the motor development of elementary school children, particularly in throwing and catching a ball. However, the limited variety of physical education instruction has resulted in students’ manipulative skills not developing optimally. Therefore, active, enjoyable learning methods tailored to students’ characteristics are needed, one of which is the game of catch. This study aims to determine the effect of ball-throwing and catching games on improving basic manipulative motor skills in fourth-grade students at State Elementary School 1 Kalisari Natar, South Lampung. This study uses a quantitative approach with a pre-experimental one-group pretest-posttest design. The population in this study consisted of 25 students. The sampling method used was total sampling, resulting in a sample size of 25 subjects for this study. The instruments in this study involved a basic manipulative movement test before (pretest) and after the treatment (posttest) with a 4-week intervention. The data analysis techniques included the Shapiro–Wilk normality test and hypothesis testing using the paired-samples t-test. The results showed that there was a significant effect of ball throw-and-catch games on improving students' basic manipulative movement skills, with a calculated t-value of 3.9192, which is higher than the table t-value of 2.0639 at a significance level of α = 0.05, t (24) = 3.919, p < 0.001, Cohen’s dz = 0.78. Therefore, ball throw-and-catch games are effective to use in physical education learning to improve elementary school students' basic manipulative movement skills.