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Percepatan Recovery setelah Melakukan Olahraga Basket Man To Man 10 Menit Berdasarkan Nadi Awal Tinggi dan Rendah Samodra, Touvan Juni; Gustian, Uray; Wati, Isti Dwi Puspita; Supriatna, Eka
Journal of Sport Coaching and Physical Education Vol 7 No 1 (2022): The Inspiring Role for Better Sport Coaching
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Kecepatan pemulihan menjadi bagian yang penting dalam latihan. Denyut nadi awal dapat merupakan indikator tingkat kesiapan dalam melakukan latihan. Diasumsikan jika denyut nadi rendah, maka istirahat yang dilakukan telah terpenuhi. Aktivitas olahraga akan menaikkan denyut nadi, kemampuan untuk kembali atau menurunkan denyut nadi merupakan salah satu indikator tingkat keterlatihan. Penelitian ini memcoba membuktikan perbedaan kecepatan menurunkan denyut nadi dengan istirahat pasif setelah melakukan aktivitas olaharaga. Desain penelitian menggunakan one shost case study. Sampel sebanyak 22 mahasiswa, yang terbagi atas denyut nadi di atas 65 dan di bawah 65 dengan masing-masing kelompok jumlahnya 11. Pengukuran nadi dilakukan selama 30 detik. Data dianalisis dengan ANAVA. Hasil analisis menunjukkan bahwa rerata terjadi perbedaan kemampuan recovery yang ditunjukkan dengan menurunnya denyut nadi. Kelompok dengan nadi awal di bawah 65 secara rerata dari 4 kali pengukuran setiap 3 menit, di setiap pengukuran reratanya lebih rendah dibandingkan dengan yang memiliki denyut nadi awal di atas 65 pada saat awal sebelum mendapatkan perlakuan. Perbedaan rerata ini ketika dilakukan pengujian uji beda ternyata secara keseluruhan tidak terdapat perbedaan yang signifikan.
PROFIL HB DAN VO2 MAX ATLET BALAP SEPEDA PRA PON Samodra, Touvan Juni; Wati, Isti Dwi Puspita; Gustian, Uray; Supriatna, Eka; Yosika, Ghana Firsta
Journal of Sport Science and Fitness Vol 8 No 1 (2022): Journal of Sport Science and Fitness
Publisher : Department of Sports Science, Faculty of Sports Science, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jssf.v8i1.58447

Abstract

Abstrak Olahraga daya tahan kemampuan jantung dan paru sangat vital, dan tidak kalah lagi adalah kadar HB sebaga pengikat oksigen untuk proses oksidasi aerobik selama perlombaan. Memiliki VO2max dan Kadar Hb yang tinggi merupakan kunci utama dalam pemilihan atlet yang dapat diasumsikan dapat memperoleh prestasi yang baik. Penelitian ini bertujuan untuk mengetahui kemampuan VO2max dan kadar HB dalam darah atlet Seleksi Pra PON 2021 Kalimantan Barat. Penelitian ini merupakan penelitian survey. Populasi adalah Atlet balap sepeda di Pontianak yang mengikuti seleksi untuk PON Papua 2021. Seluruh populasi dijadikan sampel dalam penelitian ini dengan jumlah sampel sebanyak 18 atlet 4 putri dan 14 putra. Pengukuran VO2max dilakukan dengan bleep test dan tes HB dengan easy one touch. Data dianalisis dengan statistik deskriptif dan uji korelasi. Berdasarkan hasil analisis data diperoleh hasil bahwa rerata kadar HB sebesar 14.5 dan Kemampuan VO2max sebesar 43,15. Hasil Korelasi antara VO2max dan Hb ini dikorelasikan ternyata berkorelasi rendah yaitu 0.235. Berdasarkan hasil penelitian ini ternyata kondisi VO2max atlet balap sepeda 44,44% masuk dalam kategori baik dan kadar HB masuk dalam kategori normal. Abstract Cycling is a type of endurance sport. Endurance exercise, the ability of the heart and lungs is very vital, and no less is the level of HB as an oxygen binder for the aerobic oxidation process during the race. Having high VO2max and Hb levels is the main key in selecting athletes who can be assumed to get good performance. This study aims to determine the ability of VO2max and HB levels in the blood of athletes in the 2021 Pre-PON Selection in West Kalimantan. This research is a survey research. The population is cycling athletes in Pontianak who are participating in the selection for PON Papua 2021. The entire population is sampled in this study with a total sample of 18 athletes, 4 female and 14 male athletes. V02max measurement is done by bleep test and HB test with easy one touch. Data were analyzed by descriptive statistics and correlation test. Based on the results of data analysis, it was found that the average HB level was 14.5 and the VO2max ability was 43.15. The result of the correlation between VO2max and Hb is that the correlation turns out to be low at 0.235. Based on the results of this study, it turns out that the VO2max condition of cycling athletes is 44.44% in the good category and HB levels are in the normal category.
Tanggapan siswa terhadap pemanasan yang dilakukan dengan modifikasi permainan tradisional Astiati; Samodra, Tauvan Juni; Gustian, Uray
Edu Sportivo: Indonesian Journal of Physical Education Vol. 2 No. 2 (2021): Edu Sportivo: Indonesian Journal of Physical Education
Publisher : UIR Press Bekerjasama dengan International Association of Physical Education and Sports

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/es:ijope.2021.vol2(2).6809

Abstract

Warming up is always done by running or jogging around the field. Warming up like this is very monotonous to do, so it needs the creativity of Physical Education and Sports Health teachers in developing heating so that the heating indicator can be achieved and not monotonous. Warming up does not have to run around the field, warming up can be done by playing. The purpose of this study was to determine students' responses to the warm-up carried out by modifying traditional games. This research is a pre-experimental research using a one shot case study design. The research sample of students of SMP N 1 Selakau Timur and SMP N 03 Kubu amounted to 71 students. Data were collected in this study using a questionnaire containing seven questions. The questionnaire was filled out after warming up with six modifications to traditional games, namely, SOS level 1, SOS level 2, SOS level 3, Squirrel and Tree, Switching Star, and Catch So. The data obtained were analyzed using descriptive statistics. The results of the study show that 100% of this game is fun, 0% of this game is boring, 93% of this game is fun, 95.8% of this game is easy to understand, 97.2% of this game is easy to do, 98.6% of this game can improve enthusiasm to warm up, 91.5% warm-up with this game is more fun than jogging. It turns out that these six traditional game modifications can also increase the pulse rate to the training zone, with an average pulse rate of 67%.
Identifikasi kebiasaan pemanasan pada mata pelajaran pendidikan jasmani di sekolah Andi, Imam; Samodra, Yohanes Tauvan Juni; Gustian, Uray
Edu Sportivo: Indonesian Journal of Physical Education Vol. 2 No. 3 (2021): Edu Sportivo: Indonesian Journal of Physical Education
Publisher : UIR Press Bekerjasama dengan International Association of Physical Education and Sports

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/es:ijope.2021.vol2(3).7504

Abstract

Warming up is the beginning to core training, if the warm-up is fun, the core exercises will be fun and vice versa if the warm-up is not fun for students, the core exercises will also not be fun. The purpose of the study was to explore information on warming that occurred in physical education subjects. The research method used is survey research with a quantitative approach. The research instrument used a questionnaire given to students with a total of 83 people, namely 52 junior high school students and 31 elementary school students. The results showed that the average score of 82.3% of junior high school students and 93% of elementary school students answered yes. Based on the results of the study, it showed that warming up was done the old way, namely jogging and of course it was boring to do.
Penelitian kelompok: Model permainan sebagai alternatif untuk pemanasan siswa Samodra, Y Tovan Juni; Gustian, Uray; Astiati; Supianto; Susanto, Imam Andi; Riduansyah; Suhendra, Agito Fredi
Edu Sportivo: Indonesian Journal of Physical Education Vol. 3 No. 1 (2022): Edu Sportivo: Indonesian Journal of Physical Education
Publisher : UIR Press Bekerjasama dengan International Association of Physical Education and Sports

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/es:ijope.2022.vol3(1).8914

Abstract

The background of this research is that the warm-up for sports or physical education is always done by running around the field. The essence of warming up attempts to prepare physiologically and psychologically to be ready for higher activities. This research has made a real contribution to the development of warm-up activities, which were previously carried out by simply running around the field. The purpose of this research is to produce several game models that can be used as an alternative for warming up. The research design uses development research in sequence, problem exploration, design preparation, expert trials, student trials, small-scale trials, large-scale trials. The design was consulted with physical education lecturers and teachers, student trials were conducted on sports coaching education students, small-scale trials were conducted on sports coaching students, large-scale trials were conducted on elementary and junior high school students. Five types of heating were developed, and the achievement of the heating results was measured by pulse. Data were analyzed by descriptive statistics. The results of the study, five game designs were arranged (1,2,3,4 and 5), the results of small-scale trials stated that the pulse had entered the exercise pulse. Tests on students mean that all games have reached the pulse of practice. It was concluded that these five games based on a series of trials were declared feasible and could be used for warm-up activities.
Problem-based learning model: Can it improve learning outcomes for long serve in badminton? Suryadi, Didi; Samodra, Y Touvan Juni; Gustian, Uray; Yosika, Ghana Firsta; Sastaman B, Putra; Dewintha, Rezza; Saputra, Eko
Edu Sportivo: Indonesian Journal of Physical Education Vol. 4 No. 1 (2023): Edu Sportivo: Indonesian Journal of Physical Education
Publisher : UIR Press Bekerjasama dengan International Association of Physical Education and Sports

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/es:ijope.2023.vol4(1).10987

Abstract

This study aims to prove the improvement of learning outcomes from long service techniques in badminton games through problem-based learning models. The type of study used is the classroom action research design. The subjects of this study were students of Senior High School 2 Sukadana in the 2021–2022 school year, especially class X IPA students, totaling 25 students. The results showed an increase in cycle I, namely 28% completion, but there were still many students who were not complete, with a percentage of 72%. Based on the results in cycle II, it shows that there is a difference in the percentage achieved, namely, in cycle I, 28% of students are complete, and the last in cycle II shows a percentage of 92% of students are complete on the learning outcomes of the badminton long serve. The conclusion proves that the problem-based learning model can improve long-term service skills in badminton games. This research has provided new references related to physical education learning, where these results recommend that the problem-based learning model can be applied to solve badminton long serve problems.
Stimulating fundamental movement skills through field games: An experimental study on elementary school students Gustian, Uray; Samodra, Y Touvan Juni; Mardiyyaningsih, Asriah Nurdini; Ghasya, Dyoty Auliya Vilda; Mashud
Edu Sportivo: Indonesian Journal of Physical Education Vol. 4 No. 1 (2023): Edu Sportivo: Indonesian Journal of Physical Education
Publisher : UIR Press Bekerjasama dengan International Association of Physical Education and Sports

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/es:ijope.2023.vol4(1).12259

Abstract

Basic movement skills are the skills needed to explore the body’s ability to move as a result of learning to respond to stimuli. However, the learning process is still focused on mastering the skills but does not include the cognitive abilities. The research aims to measure the success of implementing field games in stimulating elementary school students' fundamental movement skills. The experiment adopted the one-group pretest and posttest designs. It was conducted in three consecutive stages: pretest, treatment, and posttest. The study involved a sample of 126 students who were randomly taken from elementary schools in Pontianak. The data on fundamental movement skills were collected through the Test of Gross Motor Development-2 (TGMD-2) instrument, which was analyzed descriptively. The results of the study showed that there had been an increase in the average TGMD-2 score of students on the posttest when compared to the pretest. The t-test between pre- and post-test showed that the scores were significantly different, as suggested by the calculated t-value having a greater value than the t-table. This result indicates that the implementation of field games can stimulate fundamental movement skills. It is concluded that applying field games can improve students' fundamental movement skills and can be used as an alternative for teachers in carrying out motion learning at school.
Effectiveness of Teaching Games for Understanding (TGfU): Using a modified Kasti game to stimulate elementary school students’ motor skills Gustian, Uray; Gandasari, Fatima Maharani; Mahendra, Agus
Edu Sportivo: Indonesian Journal of Physical Education Vol. 5 No. 1 (2024): Edu Sportivo: Indonesian Journal of Physical Education
Publisher : UIR Press Bekerjasama dengan International Association of Physical Education and Sports

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/esijope.2024.vol5(1).16335

Abstract

Background Problems: Teaching Games for Understanding (TGfU) is still a challenge for Physical Education (PE) teachers. Teachers are still weak in applying the concept of TGfU to learning and lacking in improving motor skills, so it requires a study to apply the model of TGfU based on the characteristics of the school, the abilities of the students, and the ease of application by the teacher. Research Objectives: The study aims to test the use of the TGfU model using Kasti games to stimulate elementary school students' motor skills. Methods: The research design uses pre-expression with one-group pretest and posttest designs involving 24 students. The experiment implemented field games modified according to the TGfU's concepts and steps. The experiment conducted five meetings with a duration of 80 minutes each. Data collection was done using the Test of Gross Motor Development-2 (TGMD-2) and analysed using descriptive, quantitative, and different tests. Findings/Results: Based on the results of the statistical analysis, it shows that there has been a significant increase in students’ motor skills stimulated by applying learning with the TGfU model and using the Kasti game. Conclusion: The implementation of the TGfU model with the Kasti game approach can be used as an approach to stimulate students' motor skills. Further studies are needed to enhance the potential of TGfU in encouraging teachers to organise PE teaching according to the implemented curriculum, with the aim of encouraging students to actively participate in sports and learn motor skills.
Stimulating game performance skills in students: experimental studies using net games Harianto, Eko; Gustian, Uray; Supriatna, Eka; Shalaby, Mohammed Nader; Taiar, Redha
Tanjungpura Journal of Coaching Research Vol 1, No 2 (2023): Tanjungpura Journal of Coaching Research
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/tajor.v1i2.65009

Abstract

Background and Study Aim. Game performance is the quality and quantity of a person in carrying out the game that has been given in accordance with the responsibilities and results specified. But so far, it is still rare to find research that discusses games performance. This study aims to determine whether the stimulation of elementary school students' game performance ability through net gamesMaterial and Methods. This research is a pre-experiment with a one-group pretest and posttest design. The sampling technique used purposive sampling so that 12 elementary school students could be obtained. In this study, students were given treatment in the form of net games. As for pretest and posttest data using instruments in the form of tests with rubrics, Data analysis uses Microsoft Excel 2019 and SPSS version 26 applications.Results. The results showed a significance value of 0.000 < 0.05, so the net game treatment had a significant effect on game performance. Furthermore, 16.7% were in effective performance, 58,3% were in moderately effective performance, and 25% were in weak performance. These results provide evidence that children are dominant and moderately effective.Conclusions.Based on these results, this study proves that net games can be used to stimulate game performance. 
Analisis Kemampuan Teknik Dasar Bulutangkis pada Atlet PB Junior Tangkas Usia 10-12 Tahun di Kota Pontianak Elfandi, Mindi; Gustian, Uray; Rubiyatno, Rubiyatno
Discourse of Physical Education Vol. 3 No. 2 (2024): August
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/dpe.v3i2.2444

Abstract

Penelitian ini bertujuan untuk menganalisis kemampuan teknik dasar bulutangkis pada atlet usia 10-12 tahun di PB Junior Tangkas, Pontianak. Masalah yang diangkat adalah tingginya variasi keterampilan teknik dasar yang mempengaruhi performa atlet dalam kompetisi. Penelitian ini menggunakan metode kuantitatif dengan desain survei, yang melibatkan 16 atlet (10 putra dan 6 putri) sebagai sampel yang dipilih melalui teknik purposive sampling. Data dikumpulkan melalui tes keterampilan untuk lima teknik dasar: servis panjang, servis pendek, smash, overhead lob, dan dropshot. Hasil analisis deskriptif menunjukkan bahwa skor rata-rata untuk servis panjang adalah 26,38 (kategori sedang), servis pendek 32,13 (kategori baik), smash 24,56 (kategori sedang), overhead lob 28,56 (kategori sedang), dan dropshot 22,25 (kategori sedang). Temuan ini menunjukkan bahwa mayoritas atlet memiliki keterampilan dalam kategori sedang, dengan servis pendek sebagai satu-satunya teknik yang berada dalam kategori baik. Berdasarkan hasil ini, disarankan agar pelatihan lebih terfokus pada pengembangan teknik smash dan dropshot, serta penguatan aspek fisik seperti kekuatan otot lengan dan kelincutan untuk meningkatkan performa atlet. Analysis of Basic Badminton Technique Ability in PB Junior Tangkas Athletes Aged 10-12 Years in Pontianak Abstract This study aims to analyze the basic badminton technique ability of athletes aged 10-12 years at PB Junior Tangkas, Pontianak. The research addresses the problem of significant variation in basic skill levels, which impacts athletes' performance in competitions. This quantitative research utilizes a survey design, involving 16 athletes (10 males and 6 females) selected through purposive sampling. Data were collected through skill tests for five basic techniques: long serve, short serve, smash, overhead lob, and dropshot. Descriptive analysis revealed the following average scores: long serve 26.38 (moderate category), short serve 32.13 (good category), smash 24.56 (moderate category), overhead lob 28.56 (moderate category), and dropshot 22.25 (moderate category). The findings indicate that most athletes performed within the moderate category, with short serve being the only technique rated as good. Based on these results, it is recommended that training be focused on improving the smash and dropshot techniques, along with strengthening physical aspects such as arm muscle strength and agility, to enhance athletes’ performance.