LESTARI, HIKMAH
Universitas PGRI Palembang

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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.
The Effect of Implementing the Sport Education Model (SEM) on Students’ Motivation in Physical Education (PE) Learning Basketball at State Vocational High School 1 of South Indralaya Ratno Jamalludin; Dessy Wardiah; Hikmah Lestari
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.v15i1.41274

Abstract

Learning motivation is an important factor in the success of Physical Education, Sports, and Health learning, especially in basketball. Learning that is still dominated by conventional methods tends to result in low student participation and motivation. This study aims to determine the effect of the application of the Sport Education Model (SEM) on student learning motivation in PE learning on basketball at State Vocational High School 1 South Indralaya. This study uses a quantitative approach with an experimental method. The research subjects consisted of an experimental class given SEM learning treatment and a control class using conventional learning. The research instrument was a student learning motivation questionnaire. Data analysis was conducted using paired samples t-test and independent samples t-test. The results showed that there was a significant increase in student learning motivation in the experimental class after the implementation of SEM, and there was a significant difference in learning motivation between the experimental and control classes. For data analysis using the t-test dan ANCOVA, showing the results that there was a significant difference with a value of α = 0,05, so that the application of SEM had a real effect on student learning motivation after controlling for covariate variabels. These findings indicate that SEM is more effective than conventional learning in increasing self-motivation ini PE Learning, especially in basketball material. Thus, the Sport Education Model has a positive effect on student learning motivation in PE learning on basketball. The application of SEM is recommended as an alternative learning model to increase student engagement and motivation.
Development of a Volleyball Service Learning Model Through Game-Based Activities in Physical Education at Junior High School 5 Bengkulu Aci Apriani; Hikmah Lestari
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.v15i1.41476

Abstract

This research and development were based on a policy (R &D) aimed to produce a valid, practical, and effective Volleyball game base service learning model for Physical Education (PE) in Junior High School 5 Kota Bengkulu. The study used the ADDIE model (Analysis, Design, Development, Implementation and Evaluation as a design for Research and Development (R&D). Data collection techniques consisted of observation, interviews, and questionnaire surveys to obtain expert validation data and to assess the practicality of the developed product. Five prototype game-oriented volleyball service learning models were first developed depending on the students' characteristics, whereas the validation, refinement and operational results indicated that four of the models could be workplace-ready model, namely Target Zone Service Model, Service Relay Model, Hit and Cone Model and Service and Run Model. The validity by expert (a learning expert, a volleyball subject-matter professional and a media specialist) of the system showed that feasibility scores for three experts were in high 90.3%, 91.0% and 90.6% with results all falling into highly feasible. Restrained implementation proved the feasibility and favorability of the four models among teachers, as well as students' motivation for participating in activities. On the basis of these results, the game-based volleyball service learning model is regarded as feasible, acceptable and practicable, and may be an optional instructional strategy to improve volleyball service teaching in junior secondary Physical Education classes.
Pengaruh Media Audio Visual Berbasis Aplikasi Canva Terhadap Hasil Belajar IPAS Siswa Kelas V SD N 230 Palembang Puri Miranti; Hikmah Lestari; Mega Prasrihamni
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 3 (2025): Agustus
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i3.3590

Abstract

Hasil belajar adalah sebuah kemampuan yang dimiliki siswa setelah ia menerima pengalaman belajarnya. Penelitian ini bertujuan untuk mengetahui pengaruh dari media audio visual terhadap hasil belajar IPAS siswa kelas V SDN 230 Palembang. Metode yang digunakan dalam penelitian ini adalah kuantitatif dengan pendekatan eksperimen semu (quasi experiment). Variabel bebas dari penelitian ini yaitu media audio visual dan variabel terikat yaitu hasil belajar IPAS. Metode penelitian ini menggunakan desain postest control group design dengan sampel siswa kelas kontrol dan kelas eksperimen. Hasil analisis data post test menunjukkan bawa rata-rata nilai eksperimen 80,83 lebih tinggi dibandingkan kelas kontrol dengan nilai rata-rata 43,04. Teknik analisis yang digunakan dalam penelitian ini adalah uji-t, pada pengujian hipotesis diperoleh nilai t hitung > t tabel atau 0,05 > 0,455, berdasarkan uji independent sampel test-t pada penelitian ini diperoleh nilai sig (2-tailled) 0,000 < 0,05, sehingga dapat disimpulan bahwa nilai signifikan lebih kecil dari 0,05, maka Ho ditolak dan Ha (terdapat pengaruh) diterima. Dapat disimpulkan bahwa adanya pengaruh pada penggunaan media audio visual berbasis aplikasi canva terhadap hasil belajar IPAS siswa kelas V SDN 230 Palembang.
Digitization of technology in the educational physical activity model (afiksed) based on local wisdom for junior high school physical education learning Yutri Neka Sari; Muhsana El Cintami Lanos; Putri Cicilia Kristina; Hikmah Lestari
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.v25i1.24415

Abstract

Physical activity is a crucial component in supporting the physical growth and character development of junior high school students, contributing to the creation of a “Golden Generation” of Indonesia. However, the shift in local wisdom values due to societal changes has negatively affected students’ engagement in physical activity. According to the National Sports Development Index, 77.12% of children aged 10-15 years fall into the low or very low physical fitness category, primarily due to insufficient physical activity and limited instructional media in Physical Education (PE) classes. This study aimed to develop and evaluate the feasibility of an innovative Educational Physical Activity (Afiksed) model, grounded in local wisdom and integrated with digital technology via an Android application. The application comprises four main menus: physical activity simulations, PE and local culture materials, learning reflection, and interactive quizzes. The study employed a Research and Development (R&D) approach through the Define, Design, and Develop stages. Needs analysis revealed that students exhibited good activeness and motor skills, yet technology use in learning remained low, while teachers required a learning model that is both varied and culturally grounded. Expert validation indicated very high feasibility across learning content (92%), basic movement skills (90%), and digital learning media (88%), with an overall validity of 90%, categorized as Very Valid. These findings indicate that the mobile-based Afiksed model is feasible for implementation and ready for field trials to evaluate its effectiveness in improving physical education learning in junior high schools. This study contributes to the field by providing a culturally relevant, technology-enhanced PE learning model that promotes student engagement, physical fitness, and learning outcomes.
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.