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Journal : Jurnal Keolahragaan

Impact of e-sport games on the character building and sports culture Sigit Nugroho; Sumarjo Sumarjo; Ahmad Nasrulloh; Kukuh Wahyudin Pratama
Jurnal Keolahragaan Vol 10, No 1: April 2022
Publisher : Program Studi Ilmu Keolahragaan Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (110.206 KB) | DOI: 10.21831/jk.v10i1.48310

Abstract

E-Sport games are examples of a game that is played without engaging in any physical activity. The objective of the research is to determine the impact of e-Sport games on character building and sports culture. This research utilized mixed methods. The researchers were using questionnaires to collect the quantitative data and they used qualitative data triangulation to collect the qualitative data. The students and lecturers of the Faculty of Sports Science, Yogyakarta State University comprised the research population. The convenience sampling technique was used to select the 35 students, while the lecturers and trainers used the purposive sampling with a total of 5 people. The quantitative research instrument consisted of a modified Likert scale questionnaire and the qualitative research instrument consisted of the researcher himself assisted by a list of themes. The researchers used Miles and Huberman’s quantitative data analysis techniques with descriptive percentage and qualitative analysis techniques for the data analysis. The findings of the research on e-Sport games have an impact on the formation of positive and negative characters. The impact of positive characters includes honesty, responsibility, cooperation, and courtesy and the impact of negative characters is depression, stress, and anxiety. While the influence of e-Sport games in sports culture includes hard work, discipline, respect, and competition. The positive impact of e-Sport games is in the very good category, with the highest factor being honesty (100%). The negative impact is in the moderate category, with the highest factor being depression (52.5%). While the e-Sport game on sports culture is in the very good category, with the highest influence is on hard work (95%). This research can be concluded that e-Sport games have a very good impact on character building and sports culture.
Body weight training versus series 7 diabetes dance: their influence on glucose levels in patients with type 2 diabetes mellitus Muhammad, Dikri; Sumarjo, Sumarjo; Kushartanti, BM Wara; Nourzad, Fatemeh
Jurnal Keolahragaan Vol. 12 No. 2: September 2024
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v12i2.70934

Abstract

Managing blood glucose levels is critical for preventing complications associated with type 2 diabetes mellitus (T2DM). Physical activity has been shown to be an effective strategy for glucose control, with various forms of exercise yielding different results. This research aims to explore the effects of body weight training and series 7 diabetes dance on reducing blood glucose levels in patients with T2DM, and to compare the efficacy of these two interventions in achieving glucose control. The type of research was a quasi-experiment with a two groups pre-test post-test design. The series 7 diabetes dance group performed the exercise 4 times a week (duration: 170 minutes 8 seconds/week), while the body weight training group performed exercise 3 times a week (8 movements, number of repetitions close to failure, circuit system, 3 sets per training session). Both groups were doing an exercise program for three months. The research sample was for about 16 patients of type 2 diabetes mellitus (8 people per group, devided randomly), taken by using non probability sampling technique, purposive sampling type (effect size 1.6, significant level (α) 0.05 and Power 0.8). The data analysis used the paired sample t test and the independent t test with a significance level of α = 0.05.The results showed that 1) there is no significant effect of series 7 diabetes dance towards the decreasing the level of blood sugar of the patients with type 2 diabetes mellitus), 2) there is a significant effect of body weight training towards the decreasing level of blood glucose of the patients with type 2 diabetes mellitus, 3) dody weight training is more effective in decreasing the level of blood glucose of patients with type 2 diabetes mellitus compared to series 7 diabetes dance. Future research must be carried out as a true experiment with a larger number of samples and with the HbA1c research instrument.