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Jogging versus Weight Training Combined with Intermittent Fasting for Reducing Body Fat in Overweight Male University Students Reshandi Nugraha; Muhammad Dzikry Abdullah Al Ghazaly; Asep Sumpena; Mohamad Nizam Nazarudin; Naufal Nur Fadhillah Karim
Journal of Sport Science and Education Vol 11 No 1 (2026)
Publisher : Faculty of Sport and Health Sciences

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jossae.v11n1.p30-40

Abstract

Excess body fat among overweight university students is a growing health concern associated with increased metabolic risk and reduced physical well-being. Combining exercise with intermittent fasting (IF) has emerged as a promising strategy to improve body composition. This study examined the effects of jogging with IF and weight training (WT) with IF on body fat reduction in overweight male university students. Using a quasi-experimental pretest-posttest design, 34 participants (aged 19–21 years; BMI > 27 kg/m²) were randomly assigned to jogging + IF (n = 17) or WT + IF (n = 17). Both interventions were performed for four weeks, three to four sessions weekly, during fasting hours before iftar. Body fat was assessed using the InBody test, while dietary compliance was monitored through the Red Secret app. Both groups showed significant reductions in body fat (p < 0.001). The jogging + IF group achieved a greater mean reduction (3.52 ± 0.37; 12.96%) than the WT + IF group (3.20 ± 0.23; 11.59%). However, between-group differences were not statistically significant (Welch's t = -2.039, p = 0.052), although the effect size (Cohen's d = -0.699) indicated a moderate-to-large practical difference. Both interventions effectively reduced body fat with comparable overall outcomes.
Intensitas Tekanan dan Kinerja Tim di Liga 1 Indonesia 2024/25: Bukti dari OHDA dan DLH Asep Sumpena; Reshandi Nugraha; Dikdik Zafar Sidik; Hendri Munar
Journal of Sport Science and Education Vol 10 No 2 (2025)
Publisher : Faculty of Sport and Health Sciences

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jossae.v10n2.p27-41

Abstract

This study examined pressing intensity in the 2024/25 Indonesia Liga 1 season by analysing defensive line height, defensive actions in the opponent’s half, and their relationship with team performance. Using a cross-sectional design, secondary aggregate data from all 18 clubs were analysed through descriptive statistics, Spearman correlation, and regression analysis. Defensive line height reflected the average positioning of a team’s defensive unit, while opponent-half defensive actions represented the frequency of pressing in advanced areas. The results showed a negative correlation between defensive line height and final league ranking, indicating that teams with higher defensive positioning tended to achieve better standings. Defensive actions in the opponent’s half were positively associated with total points, suggesting that more aggressive pressing may contribute to improved performance. Regression analysis revealed that defensive line height explained 32% of the variance in points obtained. Sensitivity analysis further suggested that lower defensive line height may support counterattacking effectiveness, whereas higher opponent-half defensive actions were linked to goals from open play. Overall, pressing-related indicators provide valuable insights into team performance and may help coaches design tactical periodization and position-specific conditioning programs.
The Influence of GSRS in Learning Basketball Game Activities on Students' Learning Experience Triana Putri Nurharisa; Asep Sumpena; Marisa Noviyanti Fajrah Ilsya
Journal of Physical Education Health and Sport Vol. 12 No. 2 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpehs.v12i2.37675

Abstract

This study examines the impact of the application of Game based Student Response systems (GSRS) in basketball learning on student learning experience. Using a quasi-experimental design with the Pretest-Posstest One Group Design model, the study involved 34 7th grade students of State Junior High Schools 14 Bandung KU 12-13 years old who were selected through random sampling techniques. Data were collected using questionnaire instruments and analyzed using the Paired T-Test statistical test through SPSS version 26. The results showed a significant improvement in the students’ learning experience after the implementation of GSRS, with an average posttest score higher than the pretest (p<0.05). The increase can be seen in the aspects of active involvement, material understanding, and student learning motivation. The results of the study show that the implementation of GSRS has a positive and significant influence on students’ learning experience, which is reflected in increased grades and a more even distribution of abilities among students. These findings indicate that GSRS is an effective method in improving the quality of students’ learning experience in basketball learning. This research makes an important contribution to the development of physical education learning strategies that integrate digital technology, especially in the context of basketball learning at the junior high school level in effectively improving the quality of student learning experience. These findings provide implications for the development of physical education learning strategies that are more adaptive to the needs of the digital native generation in the future.
The Effect of Augmented Reality (AR) on Students' Motor Educability in Football Learning Aulia Azzahra; Asep Sumpena; Sufyar Mudjianto
Journal of Physical Education Health and Sport Vol. 12 No. 2 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpehs.v12i2.37889

Abstract

Physical education in schools requires strategies that can improve not only motor skills (motor ability) but also motor educability, namely the ability of students to understand, imitate, and adapt to new movements efficiently. However, conventional learning in soccer games is often hampered by limited visualization of techniques and low student motivation. Augmented Reality (AR) technology offers a solution through interactive visualization and real-time feedback that can enrich the sensorimotor processing process. This study aims to analyze the effect of AR-based learning using Active Arcade on improving students’ motor educability compared to conventional learning. The study used a quasi-experimental design with a pretest–posttest control group model on 134 students of Junior High School 14 Bandung (n = 67 experimental; n = 67 control). Motor educability was measured using the Iowa Brace Test (21 items ; validity 0.92; reliability 0.96). The intervention lasted for five learning sessions. Data analysis used normality, homogeneity, paired sample t-test , and ANOVA to test the treatment effect by controlling for pretest scores ( α = 0.05). The results showed that both groups experienced significant improvement between pretest and posttest (p < 0.001). However, the AR group showed a higher and more stable average improvement than the control group. ANOVA test indicated a significant difference in posttest scores after controlling for the pretest (F(1,132) = 4.996, p = 0.027), indicating that AR-based learning resulted in better motor educability than conventional learning. These findings confirm that AR is effective in enhancing visual processing, motor attention, and student engagement, thus optimally enhancing movement learning abilities. Therefore, AR is recommended as an innovative approach in physical education, particularly for materials requiring precise and interactive understanding of movement techniques.