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Pengaruh Plyometric Training terhadap Daya Ledak Tungkai Atlet Porprov Bola Tangan Putra Kabupaten Lamongan Fadhilah Rizqi Khoirotun Hisan; Mokhamad Nur Bawono; Abdul Aziz Hakim; Afif Rusdiawan
Jurnal Kesehatan Jasmani dan Olahraga (KEJAORA) Vol 11 No 1 (2026): Jurnal Kejaora (Kesehatan Jasmani dan Olah Raga)
Publisher : Prodi Pendidikan Jasmani Kesehatan dan Rekreasi, Universitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/kejaora.v11i1.7662

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh latihan plyometric terhadap peningkatan daya ledak tungkai atlet bola tangan putra PORPROV Kabupaten Lamongan. Metode penelitian yang diterapkan yakni eksperimen dengan desain One Group Pre-Test Post-Test Desain. Subjek penelitian mencakup 15 atlet yang didapat melalui teknik total sampling. Instrumen pengukuran mengandalkan Triple Hop Test. Perlakuan berupa program plyometric training (jump squat, jump lunges, dan split squat jump) diberikan selama tiga bulan dengan total 24 pertemuan. Analisis data menggunakan statistik deskriptif, uji normalitas Shapiro-Wilk, serta uji Wilcoxon Signed Rank Test dikarenakan data tidak berdistribusi normal. Hasil penelitian memperlihatkan rata-rata pre-test sebesar 6,4967 meningkat menjadi 7,2667 pada post-test. Uji Wilcoxon menunjukkan nilai Z = -3,423 dengan p = 0,001 (p < 0,05), hasilnya terdapat pengaruh yang signifikan latihan plyometric terhadap daya ledak tungkai. Maka dari itu, plyometric training efektif meningkatkan kemampuan tolakan berulang atlet bola tangan.
Pengaruh Gadget terhadap Motivasi Berolahraga Siswa SMAN 1 Jombang Khairunisa Salsabilah Putri; Yudi Dwi Saputra; Hijrin Fithroni; Abdul Aziz Hakim
SPRINTER: Jurnal Ilmu Olahraga Vol. 7 No. 2 (2026): SPRINTER: Jurnal Ilmu Olahraga
Publisher : MAN Insan Cendekia Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46838/spr.v7i2.1091

Abstract

Rapid advancements in digital technology have significantly transformed the behavioral patterns of adolescents, including their participation in physical activities. Heavy reliance on gadgets is frequently linked to increased sedentary tendencies and reduced physical engagement. This study aims to examine the influence of gadget use on students' motivation to exercise at SMAN 1 Jombang. A quantitative correlational design was employed, with a total population of 900 students and a sample of 90 respondents selected through random sampling. The research instruments included questionnaires on gadget use and exercise motivation, which were developed based on relevant indicators and adapted from previous studies. Data were analyzed using descriptive analysis and simple linear regression with the assistance of SPSS version 27.01 IBM for Windows. The results showed that gadget use has an effect on students’ motivation to exercise, with a coefficient of determination (R-Square) of 0.053. This indicates that gadget use contributes relatively little to exercise motivation. The findings suggest that the influence of gadget use on exercise motivation is not direct but is influenced by the pattern and purpose of its use. Gadget use dominated by passive entertainment activities, such as social media and video streaming, tends to be associated with increased sedentary behavior. In contrast, productive use has the potential to positively influence exercise motivation. In addition, exercise motivation is also influenced by intrinsic and extrinsic factors, such as interest, health awareness, school environment, and social support. Therefore, efforts to improve exercise motivation should not only focus on limiting gadget use but also on promoting wise usage management and strengthening students’ physical activity habits. The advancement of digital technology has influenced adolescents’ activity patterns, including their participation in sports. High levels of gadget use are often associated with increased sedentary behavior and reduced physical activity. This study aims to examine the effect of gadget use on students’ motivation to exercise at SMAN 1 Jombang. This research employed a quantitative approach with a correlational research design. The population consisted of 900 students, and the sample was determined using random sampling, resulting in 90 respondents. The research instruments were questionnaires on gadget use and exercise motivation, developed based on relevant indicators and adapted from previous studies. The data were analyzed using descriptive analysis and simple linear regression with the assistance of SPSS version 27.01 IBM for Windows. The results of the study indicate that gadget use has an effect on students’ motivation to exercise, with a regression value of 0.053. The research results show that gadget use has an influence on students’ motivation to exercise, with a regression value of 0.053. This value indicates that gadget use has a relatively small contribution to students’ motivation to exercise. Thus, gadget use does not always have a negative impact on exercise motivation. When used properly, gadgets can also support students’ motivation to remain active and participate in physical activity.
Penerapan Ilmu Biomekanika Olahraga Dalam Peningkatan Performa Atlet: Penguatan Kompetensi Praktisi dan Akademisi di Laboratorium Sports Science Safina Azzahra; Bambang Kridasuwarso; Suratmin; Tommy Soenyoto; Abdul Aziz Hakim
Jurnal Pengabdian Olahraga Indonesia Vol. 2 No. 2 (2026): October 2026 (Article In Progress)
Publisher : Universitas Negeri Semarang, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpoi.v2i2.62025

Abstract

This community service activity aims to enhance the competencies of sports practitioners and academics in understanding and applying the science of biomechanics to support improvements in athlete performance through the use of technology at the Sports Science Laboratory. The method employed was a participatory observation approach. The activity was held over two days and involved 30 participants from various universities in Indonesia. The first day of the event consisted of three sessions: a presentation on the benefits of biomechanics for coaches, academics, and sports instructors; sports motion modeling using Artificial Intelligence (AI) and Computer Fusion; and the theory of biomechanical feedback in sports skill acquisition. Each session lasted 75 minutes, comprising 45 minutes of presentation and 30 minutes of discussion, with an active participant engagement rate of 16.7%. The second day focused on demonstrations and hands-on practice with biomechanical instruments, including a body analyzer, 3D motion analysis, gait analysis, electromyography (EMG), Smart Speed, Contemplas CMJ, HumanTrak, and APECS. The results of the activity showed that the combination of lecture-based instruction and laboratory practice was effective in strengthening participants’ understanding of motion analysis, the interpretation of biomechanical data, and the application of technology in performance evaluation and injury prevention for athletes. However, this activity still had limitations regarding the number of participants and did not utilize standardized evaluation instruments. Therefore, similar activities need to be developed with a broader participant base and more comprehensive evaluation methods.