Gede Suwiwa
Program Studi Pendidikan Jasmani Kesehatan Dan Rekreasi, Universitas Pendidikan Ganesha

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Implementasi Model Pembelajaran Project Based Learning untuk Meningkatkan Hasil Belajar pada Materi Permainan Bola Besar (Sepak Bola-Teknik Dasar Passing) Suwardika I Gusti Made; Panca Adi I Putu; Suwiwa I Gede
Jurnal Ilmiah Pendidikan Profesi Guru Vol. 5 No. 3 (2022): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jippg.v5i3.52232

Abstract

Aktivitas mata pelajaran PJOK tentang materi permainan bola besar (sepak bola-teknik dasar passing) belum dapat berjalan secara maksimal. Hasil data ulangan harian yang diperoleh tentang mata pelajaran PJOK materi permainan bola besar (sepak bola-teknik dasar passing) rendah. Penelitian ini bertujuan untuk menganalisis model pembelajaran Project Based Learning (PjBL) untuk meningkatkan hasil belajar (PJOK) materi permainan bola besar (Sepak Bola-Teknik Dasar Passing) pada peserta didik kelas VIII. Penelitian ini merupakan jenis penelitian tindakan kelas. Subjek penelitian ini adalah peserta didik kelas VIII.I SMP. Metode pengumpulan data dengan observasi. Data dianalisis menggunakan analisis Statistik Deskriftif. Hasil penelitian menunjukan implementasi model pembelajaran Project Based Learning materi permainan bola besar (sepak bola-teknik dasar passing) pada siklus I dan siklus II presentasi peningkatan hasil belajar aspek kognitif dari ketuntantasan 19 orang (52,8%) menjadi ketuntasan 32 orang (88,9%), peningkatan hasil belajar aspek psikomotor dari ketuntasan 16 orang (44,4%) menjadi 32 orang (88,9%), peningkatan hasil belajar aspek afektif dari ketuntasan 19 orang (52,8%) menjadi ketuntatasan 34 orang (94,4%). Jadi dapat disimpulkan bahwa implementasi model project-based learning dapat meningkatkan hasil belajar (PJOK) materi permainan bola besar (sepak bola-teknik dasar passing) pada peserta didik kelas VIII.I. Implikasi penelitian ini diharapkan dapat meningkatkan hasil belajar siswa dengan menggunakan model pembelajaran yang tepat.
Sprint Acceleration and Two-Leg Skipping: Methods for Improve Football Dribbling Ability I Ketut Sudiana; I Gede Suwiwa; Ketut Chandra Adinata Kusuma; Gede Eka Budi Dharmawan; Gede Doddy Tisna; Gede Mardana
Mimbar Ilmu Vol. 28 No. 1 (2023): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mi.v28i1.57947

Abstract

Dribbling the ball is one of the basic techniques that football players must master. It is just that not all students can master the basic techniques of dribbling properly due to the lack of training given by the coach. One of the exercises that can improve the ability to dribble is the sprint acceleration exercise and two-leg skipping. This study aims to reveal the effect of sprint acceleration training and two-leg skipping on the ability to dribble the ball. This research belongs to the type of quasi-experimental research (quasi-experimental). The population in this study was all high school students. Sampling in the study was conducted using a random sampling technique to obtain the research sample of as many as 30 students who participated in extracurricular football. Data collection in this study was carried out using the test method, with the instrument being the dribbling test. The research analysis showed a significant effect of the two plyometric training between the results of the research sprint acceleration and two-leg skipping training on dribbling a football ball. There was a significant difference between the results of sprint acceleration training and two-leg skipping. It was concluded that the accelerated sprint and two-footed skipping methods could improve the ability to dribble the ball.
ICT TPACK-Oriented of Floor Gymnastics Learning Media for Elementary School Students Made Agus Wijaya Made; I Gede Suwiwa; Wahyu Indra Bayu; Erwin O Estrella
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i1.57076

Abstract

Physical education teachers during the Covid-19 pandemic generally used textbooks and video tutorials to visualize basic gymnastic movements. It makes it difficult for students to learn. This study aims to develop information, communication and technology/ICT Technological Pedagogical and Content Knowledge/TPACK-oriented gymnastics basic skills learning media for high-grade elementary school students. This type of research is development. This development research uses the ADDIE model design, which focuses on the analysis and design stages discussion. Data collection methods are observation, interviews, and questionnaires. The data collection instrument is a questionnaire. Data analysis in this study was carried out using descriptive quantitative and qualitative analysis. The results showed that first, 342 people (82%) of elementary school students needed ICT TPACK-oriented gymnastics basic skills learning media. Based on data analysis and discussion, this study concludes that elementary school students need learning media for basic ICT TPACK-oriented gymnastics skills. The motion assignments are designed on a combination of basic movement materials using a jumping table, balance movements on the floor and kayaks that are varied by the curriculum, guaranteeing the adequacy of learning motion. Some characters are internalized, and the safety and security of students are guaranteed.
Implementasi Model Pembelajaran Problem Based Learning untuk Meningkatkan Hasil Belajar PJOK Materi Penyakit Menular Covid 19 Rinto Primaraga Ibrahim; Made Satyawan; Gede Suwiwa
Jurnal Pendidikan Jasmani, Olahraga dan Kesehatan Undiksha Vol. 10 No. 2 (2022): Agustus 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjp.v10i2.51129

Abstract

The purpose of this research is to improve learning outcomes of PJOK on Covid-19 infectious disease material in class VII A of SMPN 1 Rogojampi through the implementation of the problem-based learning model. This type of CAR research (Classroom Action Research) with the teacher as a researcher, is carried out in two cycles consisting of planning, action, observation and reflection stages. The research subjects were students of class VII A of SMPN 1 Rogojampi totaling 33 students, consisting of 15 male students and 18 female students. Methods of data collection is done by using observation and test methods. Observation is used to determine the activeness of students in participating in learning and the test or assessment method used to retrieve data on PJOK learning outcomes after the implementation of learning problem base learning in the form of scores (scores). The results of the implementation of cycles I and II, data analysis and processing as well as indicators of success that have been carried out, show that the average student learning outcomes classically there is an increase in this classroom action research, namely 71.8 in the first cycle and 80.9 in the second cycle. Meanwhile, classical student learning completeness who scored above 75 reached 72.7% in the first cycle and 84.8% in the second cycle. In conclusion, the average student learning outcomes classically and classical student learning completeness increased after the implementation of the problem base learning model was applied to class VII A SMPN 1 Rogojampi students.
Implementasi Model Pembelajaran Problem Based Learning untuk Meningkatkan Hasil Belajar PJOK Materi Penyakit Menular Covid 19 Rinto Primaraga Ibrahim; Made Satyawan; Gede Suwiwa
Jurnal Pendidikan Jasmani, Olahraga dan Kesehatan Undiksha Vol. 10 No. 2 (2022): Agustus 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjp.v10i2.51129

Abstract

The purpose of this research is to improve learning outcomes of PJOK on Covid-19 infectious disease material in class VII A of SMPN 1 Rogojampi through the implementation of the problem-based learning model. This type of CAR research (Classroom Action Research) with the teacher as a researcher, is carried out in two cycles consisting of planning, action, observation and reflection stages. The research subjects were students of class VII A of SMPN 1 Rogojampi totaling 33 students, consisting of 15 male students and 18 female students. Methods of data collection is done by using observation and test methods. Observation is used to determine the activeness of students in participating in learning and the test or assessment method used to retrieve data on PJOK learning outcomes after the implementation of learning problem base learning in the form of scores (scores). The results of the implementation of cycles I and II, data analysis and processing as well as indicators of success that have been carried out, show that the average student learning outcomes classically there is an increase in this classroom action research, namely 71.8 in the first cycle and 80.9 in the second cycle. Meanwhile, classical student learning completeness who scored above 75 reached 72.7% in the first cycle and 84.8% in the second cycle. In conclusion, the average student learning outcomes classically and classical student learning completeness increased after the implementation of the problem base learning model was applied to class VII A SMPN 1 Rogojampi students.
TPACK ICT oriented game-based long jump learning media Kadek Jefry Dwi Sumarjono; Made Agus Wijaya; I Gede Suwiwa
Sriwijaya Journal of Sport Vol. 3 No. 3 (2024): Sriwijaya Journal of Sport
Publisher : Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55379/sjs.v3i3.1241

Abstract

This research aims to produce learning media in the form of video tutorials and videos of movement assignments on long jump material for class X SMA/SMK students. This development research uses the ADDIE development model design which consists of analysis, design, development, implementation, and evaluation. The population of the study consisted of 124 students. The sample for this research was 15 class X students at SMK Negeri 1 Singaraja, selected at random or random sampling. The research instrument uses a validity sheet for three validators, and an FCE / Formative Class Evaluation questionnaire for students. The data analysis technique uses quantitative-qualitative descriptive. The average score obtained from the evaluation results from content experts, design/media experts and PJOK practitioners was 95% and 96%, which means the category very good, and the implementation stage for individual and small group test students with an average of 3.00, which means category very good. Based on data analysis from research, the ICT TPACK game-based long jump learning media is suitable for use.