Aisya Kemala
Universitas Islam 45 Bekasi

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Development Of Physical Fitness Teaching Materials E-Book Using Flipbook Maker Khurotul Aini; Aisya Kemala
JUARA : Jurnal Olahraga Vol 7 No 1 (2022): JUARA: Jurnal Olahraga
Publisher : STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/juara.v7i1.1375

Abstract

Physical fitness is essential in maintaining body condition during a pandemic. In physical education learning, delivering exciting and media-based technology material increases students' interest in learning activities. This research aims to develop physical fitness teaching materials based on flipbook maker media for junior high school age. The design of this research refers to the 4D development model, namely, the analysis is carried out through four stages: (1) Define, (2) Design, (3) Development, and (4) Disseminate. This research resulted in a flipbook-based physical fitness teaching material product that had been evaluated by three experts and was declared worthy of a trial. This study uses a total of 30 students. The data analysis technique used in this study used quantitative descriptive statistics with the effectiveness test using the t-test. The study results resulted in an e-book product of physical fitness teaching materials using traditional flipbook maker-based games that have been tested and validated by experts with appropriate categories and can increase students' physical fitness levels and develop students' talents and interests in participating in physical education learning activities. So it can be concluded that physical fitness teaching materials through traditional games based on flipbook maker media can improve the physical fitness of junior high school-age students.
Analysis of the Contribution of Rhythmic Movement Ability Assessment Components in a Virtual Gymnastics Competition Firdaus Hendry Prabowo Yudho; Aisya Kemala; Aris Mulyono; Maria Herlinda Dos Santos; Muhammad Iqbal Hasanuddin; Dicky Reva Apriana Sanga Dwi
JUARA : Jurnal Olahraga Vol 7 No 1 (2022): JUARA: Jurnal Olahraga
Publisher : STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/juara.v7i1.1530

Abstract

The study aimed to investigate the relationship and influence between following movement (FM) and Movement Technic (MT) variables on general performance (GP) performances conducted by participants in virtual gymnastics competitions (n=361) organized by the Ministry of Youth and Sports during the pandemic in 2020. Research is conducted through quantitative approaches, descriptive analysis and linear regression hypothesis tests to determine the relationships and influences between these variables. Statistical analysis conducted resulted in significant relationship findings and forces between independent FM, and MT, variables on GP dependent variables. The study concluded a strong p.977 positive relationship between variables in the influence of ability to follow movements on general appearance and a negative .987 negative relationship between motion techniques and public appearance in assessing virtual exercise competition.
Permainan Manipulatif Untuk Peningkatan 6 Unsur Profil Pelajar Pancasila Pada Jenjang Sekolah Dasar Khurotul Aini; Aisya Kemala; Ade Setiowati; Andi Rahman
Sport-Mu: Jurnal Pendidikan Olahraga Vol. 6 No. 2 (2025): Sport-Mu: Jurnal Pendidikan Olahraga
Publisher : Universitas Muhammadiyah Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32528/sport-mu.v6i2.4637

Abstract

Aktivitas jasmani penting untuk peningkatan kualitas hidup manusia. Tujuan dari penelitian ini adalah mengembangkan permainan manipulatif untuk peningkatan karakter profil pelajar pancasila siswa sekolah dasar. Metode penelitian menggunakan metode 4D (Define, Design, Development and Disseminate). Subjek penelitian adalah siswa kelas 1 Sekolah Dasar Negeri 4,5 dan 6 Tambun Bekasi dengan total 40 subjek. Analisis data menggunakan mix method yakni statistic descpitive kualitatif dan kuantitatif. Instrument dalam penelitian ini menggunakan lembar refleksi diri dari buku panduan guru pendidikan jasmani Kemendikbud RI. Setelah melalui tahapan penelitian dengan metode 4D, hasil penelitian menghasilkan 10 modifikasi permainan manipulative yang memiliki 6 dimensi utama profil pelajar pancasila meliputi; ((1) beriman, bertaqwa kepada Tuhan Yang Maha Esa dan berakhlak mulia;(2) mandiri; (3) bernalar kritis; (4) kreatif; (5) bergotong royong dan :6) berkebhinekaan global) yang memperoleh presentase 81,55% dengan kategori sangat layak pada uji kelayakan komponen permainan oleh 3 ahli. Pada uji kelompok terbatas memperoleh 75,5% (layak) dan uji coba kelompok besar memperoleh 94,5 (sangat layak). Simpulan penelitian menjelaskan melalui modifikasi permainan manipulative dapat meningkatkan 6 dimensi utama pelajar pancasila siswa sekolah dasar