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Development of Lectora Inspire Interactive Media for Video-Based Basketball Learning: Practical and Effective Oki Candra; Ahmad Rahmadani; Toktong Parulian; Anggara Oktaviandi; Rizki Pratama Khairullah
Journal Of Sport Education (JOPE) Vol. 6 No. 1 (2023): December
Publisher : Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/rdmfse96

Abstract

Tujuan Penelitian ini untuk mengetahui praktikalitas pengembangan media interaktif lectora inspire pada pembelajaran bola basket berbasis video. Penelitian ini menggunakan deskriptif kuantitatif, dimana mendiskripsikan hasil dari angket yang di isi oleh siswa. Populasi dan sampel penelitian ini kelas XI SMA Al Azhar Syfa Budi Pekanbaru II yang berjumlah 45 orang. Prosedur penelitian ini menggunakan instrumen angket dengan 4 indikator yakni materi, media pembelajaran, penggunaan media pembelajaran dan bahasa dengan reliabelitas 0,679. Instrumen dalam penelitian ini menggunakan kuesioner yang sudah valid melibatkan berbagai pakar dibidang IT, guru pendidikan Jasmani, dosen Pendidikan Jasmani. Dan telah dilakukan ujicoba instrumen melibatkan sampel sejenis. Teknik analisis data menggunakan dengan teknik deskriptif kuantitatif dengan persentase. Berdasarkan analisis data yang telah dilakukan pada kelas XI SMA Al Azhar Syfa Budi Pekanbaru II terdapat rata-rata 77,52% dengan kategori tinggi. Implikasi dalam penelitian ini bisa digunakan oleh guru pendidikan jasmani dan siswa, sebagai alternatif pembelajaran. Diharapkan nantinya muncul kreatifitas dan inovasi baik bagi pendidik maupun peserta didik dalam berkolaborasi mencapai tujuan pembelajaran. Temuan di lapangan menjelaskan bahwa dengan menerapkan pembelajaran menggunakan media lectora inspire terbukti banyak yang tertarik mempelajari bola basket dan karna keunikan konten, dan inovasi membuat imajinasi siswa berkembang sehingga siswa di lpangan bisa mencontoh atau mempraktekkan teknik dasar dengan benar.
Effectiveness of Fitness and Nutritional Status on Learning Outcomes in Students Zulrafli Zulrafli; Ricky Fernando; Oki Candra
Journal Of Sport Education (JOPE) Vol. 6 No. 1 (2023): December
Publisher : Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/x43ppk61

Abstract

Penelitian ini bertujuan untuk menginvestigasi hubungan antara kebugaran fisik dan status gizi dengan hasil belajar mahasiswa pendidikan jasmani FKIP Universitas Islam Riau. Metode penelitian yang digunakan adalah studi deskriptif kuantitatif. Populasi sampel yakni kelas 5A dan 5B mahasiswa pendidikan jasmani (penjas) FKIP Universitas Islam Riau. Teknik penarikan sampel purposive sampling. Tes pengukuran kebugaran fisik menggunakan Cooper tes 2,4 km dan tes status gizi digunakan melalui tinggi badan, berat badan dan di cari indek masa tubuh sedangkan prestasi belajar melalui indek prestasi komulatif. Teknik analisis data menggunakan teknik analisis berganda dengan menggunakan SPSS 22. Hasil penelitian terdapat efektifitas kebugaran fisik dan status gizi terhadap prestasi belajar mahasiswa sebesar 24.10%. Penemuan ini memiliki implikasi penting dalam konteks pendidikan, khususnya dalam program studi pendidikan jasmani. Mendorong mahasiswa untuk menjaga kebugaran fisik dan status gizi yang optimal dapat meningkatkan hasil belajar. Oleh karena itu, disarankan agar institusi pendidikan mempertimbangkan integrasi program kebugaran fisik dan pendidikan gizi dalam kurikulum untuk meningkatkan prestasi akademik mahasiswa.
Validity and Practicality of Gamification-Based Lectora Inspire Media: An Interactive Solution for Middle School Students' Mathematics Self-Efficacy Putri Wahyuni; Ana Yulianti; Sigit Nugroho; Dola Julianti; Oki Candra
Online Learning In Educational Research (OLER) Vol. 5 No. 2 (2025): Online Learning in Educational Research
Publisher : CV FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v5i2.876

Abstract

Transition to digital learning environments in higher education has highlighted a disconnect between technological adoption and pedagogical effectiveness, particularly in supporting active engagement and learner confidence. Many digital tools focus on content delivery with limited interactivity, resulting in minimal feedback and insufficient support for students’ self efficacy, a key predictor of persistence and performance. This research develops and evaluates an interactive gamified learning medium designed to strengthen instructional quality through structured feedback, challenge mechanics, and learner centered interaction. Effectiveness is defined in three dimensions: improvement in learning outcomes, enhancement of self efficacy, and perceived usability. Using a design and development research framework, the medium was validated by experts, pilot tested, and field tested with undergraduates. Data were collected using instruments on pedagogical quality, achievement, self efficacy, and user experience. Results show high pedagogical validity, meaningful improvement in learning outcomes, and significant enhancement of self efficacy compared with baseline conditions. Usability findings indicate strong perceptions of clarity, engagement, and support for independent learning. The study grounds design decisions in motivation and self efficacy theory and provides empirical evidence for designing pedagogically robust digital learning environments in higher education.
Integration of Eye-Tracking Technology in Virtual Reality Applications for Basketball Training: A Mixed Methods Needs Assessment Ahmad Rahmadani; Oki Candra; Feby Elra Perdima; Syed Kamaruzaman Syed Ali; Joseph T Lobo; Novri Gazali
Journal of Coaching and Sports Science Vol. 4 No. 2 (2025): Journal of Coaching and Sports Science
Publisher : CV. FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/jcss.v4i2.912

Abstract

Background: The integration of virtual reality (VR) and eye-tracking (ET) technologies has considerable potential for enhancing perceptual–cognitive skill development in basketball. However, existing research provides limited guidance on the technical and pedagogical requirements for designing VR–ET systems that are both instructionally meaningful and aligned with user needs. Aims: This study aims to identify these key design requirements through a user-centred mixed-methods approach. Methods: Semi-structured interviews and focus group discussions with coaches and lecturers were conducted to explore training challenges, expectations, and pedagogical considerations. Insights from the qualitative phase informed the development of a questionnaire administered to student-athletes (N = 120), allowing for the validation and prioritisation of system requirements. Qualitative data were analysed thematically, while quantitative data were examined using descriptive statistics. Result: The integrated findings reveal six essential domains for effective VR–ET system design: immersive tactical–technical visualisation, interactive decision-making scenarios, gaze-based performance indicators, real-time visual feedback, learning support features, and implementation readiness. Users emphasised the value of VR–ET for enhancing tactical understanding, attentional control, and personalised training experiences. Conclusion: This study contributes both theoretically and methodologically by addressing the lack of user-informed frameworks in VR–ET research and demonstrating the value of participatory mixed-methods approaches in sports technology development. The results provide a foundational design blueprint for future VR–ET prototypes and offer new insights into how immersive and gaze-based technologies can support athlete learning in team sports.
Integrated physical training: An experimental study on the overall performance of basketball players Oki Candra; Ahmad Rahmadani; Toktong Parulian; Putri Wahyuni; Siti Hannariah Mansor; Satrio Satrio
Journal of Coaching and Sports Science Vol. 5 No. 2 (2026): Journal of Coaching and Sports Science
Publisher : CV. FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/jcss.v5i2.1031

Abstract

Background: Basketball performance requires integrating multiple physical components, including strength, speed, agility, flexibility, and endurance. However, conventional training programs often emphasize isolated components, limiting optimal performance development. An integrated training approach is therefore needed to address the multidimensional physical demands of basketball. Aims: Evaluate the effectiveness of an Integrated Physical Training (IPT) program in improving overall physical performance in basketball players, focusing on key components: strength, speed, agility, flexibility, and endurance. Methods: A quasi-experimental pre-test–post-test control group design was employed. Twenty-four male basketball players were randomly assigned to an experimental group and a control group. The intervention was conducted over 12 sessions (three sessions per week). Physical performance was assessed using a standardized fitness test battery covering strength, speed, agility, flexibility, and endurance. Data were analyzed using inferential statistics and effect size (Cohen’s d). Result: The IPT group demonstrated significant improvements (p < 0.05) across all physical performance variables compared to the control group. Effect sizes ranged from large to very large (Cohen’s d= 1.26–3.00), indicating substantial multidimensional performance gains. Conclusion: Integrated Physical Training (IPT) is more effective than conventional training in improving overall physical performance in basketball players. This approach is recommended as a comprehensive training model to optimize sport-specific physical adaptations.
Minat Belajar Siswa Dalam Mengikuti Pembelajaran Pjok Setelah Covid 19 Niken Ayu; Oki Candra
Jurnal Olahraga Indragiri Vol. 6 No. 1 (2022): JOI (Jurnal Olahraga Indragiri): Olahraga, Pendidikan , Kesehatan, Rekreasi
Publisher : FKIP Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61672/joi.v6i1.2315

Abstract

Abstrak: Tujuan dari penelitian ini adalah untuk mengetahui minat belajar siswa dalam mengikuti pembelajaran PJOK setelah covid 19. Adapun jenis penelitian ini adalah deskriptif kuantitatif dengan jenis survei dengan menggunakan angket sebagai instrumennya. Populasi pada penelitian ini adalah Siswa Kelas XI SMA Negeri 1 Pagaran Tapah Darussalam yang berjumlah siswa 83 orang. Teknik pengambilan sampel yang digunakan adalah teknik sampel jenuh yaitu pengambilan anggota sampel dari seluruh populasi. Teknik analisa data yang digunakan adalah menghitung nilai persentase dari skor akhir angket. Berdasarkan hasil penelitian maka diperoleh kesimpulan dalam penelitian ini yaitu: Minat Belajar Siswa Dalam Mengikuti Pembelajaran PJOK Setelah Covid 19 termasuk pada rentang nilai 61-80% atau dalam kategori kuat dengan persentase sebesar 75,06%.