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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.
Development of Canva-Based Sports Learning Media to Enhance Elementary Students' Understanding of Sport Types Kukuh Wahyudin Pratama; Sigit Purnomo; Rani Kartika; M. Iqbal Al-Ihsan; Dia Andriani; Suci Kodri
Vocational: Journal of Educational Technology Vol. 2 No. 1 (2025)
Publisher : Yayasan Pendidikan Dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/vocational.v2i1.471

Abstract

The integration of digital media in elementary education is crucial for supporting students’ conceptual understanding, especially in subjects such as physical education, where visual and interactive learning tools can enhance comprehension. This study aims to develop Canva-based sports learning media designed to improve elementary students’ understanding of sport types. The development process followed the 4D model (Define, Design, Develop, and Disseminate), with a sample of 30 fifth-grade students from an elementary school in Yogyakarta, selected through purposive sampling. The media includes interactive and visually engaging content, such as categorized illustrations of ball sports and home-based physical activities, aligned with the national physical education curriculum. Validity testing involved evaluations from subject matter and media experts, resulting in an average validity score of 90.5%, classified as “very valid.” Practicality testing, based on student responses, produced an average score of 89.25%, also categorized as “very practical.” These findings indicate that the developed media is both pedagogically sound and technically feasible for classroom use. The study concludes that Canva-based learning media can serve as an effective instructional tool for enhancing conceptual understanding of sport types in elementary education. It offers a creative, accessible, and engaging alternative to traditional instructional resources, supporting both educators and learners in achieving curriculum goals.