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Efektivitas Metode Masase Terapi Terhadap Penurunan Kadar Kolesterol Ahmad Nuruhidin; Satria Armanjaya; Andri Prasetiyo; Redi Setiyadi
Gelanggang Olahraga: Jurnal Pendidikan Jasmani dan Olahraga (JPJO) Vol. 9 No. 4 (2026): Gelanggang Olahraga: Jurnal Pendidikan Jasmani dan Olahraga
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/tmbk1e85

Abstract

The purpose of this study was to determine the effectiveness of massage therapy methods on reducing total cholesterol levels in individuals with hypercholesterolemia. This research method used a quasi-experimental design with a one group pretest-posttest design approach. A total of 10 respondents with cholesterol levels ≥ 200 mg / dL underwent massage therapy for four weeks (twice a week, 30 minutes per session). Cholesterol levels were measured before and after the intervention. Data analysis used the t-test. The results of the study showed that the average cholesterol level before the intervention was 240 mg / dL, decreasing to 180 mg / dL after the intervention. Statistical tests showed significant results with a p value = 0.001 (p <0.05). The conclusion is that massage therapy is effective in lowering total cholesterol levels in individuals with hypercholesterolemia and can be used as a non-pharmacological supporting therapy. Keywords: Hypercholesterolemia, Cholesterol, Massage Therapy
SOSIALISASI PERMAINAN TRADISIONAL UNTUK PENGUATAN KETAHANAN KELUARGA DI PEKON NUSAWUNGU KECAMATAN BANYUMAS KABUPATEN PRINGSEWU Fadlu Rachman; Chandra Richo Pratama; Ahmad Nuruhidin; Andri Prasetiyo; Felinda Sari; Jovana Renaldy Gumay
Jurnal Pengabdian Masyarakat FKIP UTP Vol 7 No 2 (2026): PROFICIO : Jurnal Abdimas FKIP UTP
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Tunas Pembangunan Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36728/jpf.v7i2.6920

Abstract

Kebersamaan keluarga di perdesaan mulai menurun seiring meningkatnya penggunaan gawai oleh anak maupun orang tua, sehingga kualitas interaksi yang menjadi fondasi ketahanan keluarga berpotensi melemah. Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan pengetahuan dan keterampilan keluarga di Pekon Nusawungu, Kecamatan Banyumas, Kabupaten Pringsewu, dalam memanfaatkan permainan tradisional sebagai media interaksi yang memperkuat ketahanan keluarga. Sasarannya 21 keluarga dengan total 42 peserta yang melibatkan orang tua dan anak usia sekolah dasar. Kegiatan berlangsung satu hari melalui empat tahapan, yaitu sosialisasi materi, demonstrasi enam jenis permainan tradisional, praktik bermain berkelompok bersama keluarga, serta diskusi dan evaluasi. Evaluasi menggunakan angket pretest-posttest, lembar observasi, angket respons, dan wawancara singkat sebagai data pendukung. Hasil kegiatan menunjukkan rata-rata skor pengetahuan peserta meningkat dari 58,4 menjadi 81,7 dengan nilai N-gain 0,56 berkategori sedang. Peningkatan terbesar terjadi pada aspek pemahaman ragam permainan tradisional beserta aturan pelaksanaannya. Observasi mencatat antusiasme tinggi, meningkatnya komunikasi orang tua dan anak, serta keterlibatan aktif peserta. Sebanyak 18 dari 21 keluarga berkomitmen bermain bersama sedikitnya sekali setiap minggu. Kegiatan ini menunjukkan permainan tradisional merupakan alternatif sederhana, ekonomis, dan berbasis budaya lokal yang efektif memperkuat ketahanan keluarga. Pendampingan berkelanjutan bersama pemerintah pekon perlu dilakukan agar kebiasaan positif berkembang dalam masyarakat.
Latihan Rebound Berbasis Permainan Meningkatkan Hasil Rebound Anak Usia 12-14 Tahun Jovana Renaldy Gumay; Andri Prasetiyo; Resta Yolanda
Performa Vol 11 No 1 (2026): Jurnal Performa Olahraga
Publisher : Universitas Negeri Padang

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

Abstract

Background. Basketball plays an important role in physical, mental, and social development, especially during the rapid growth period of young people. Basketball, as a popular sport, demands technical skills, one of which is rebounding, which requires strength, coordination, and speed. Training methods using match rules are part of answering the hypothesis. Method. This study used an experimental method with a training effectiveness test, starting from a pre-test, then treatment, and finally a post-test. The research was conducted over 18 meetings over a period of 6 weeks. The subjects were 30 basketball athletes from Gading Rejo Academy in Pringsewu Regency with a total sampling of 40 using a purposive sampling method. The research instrument was a rebound skill test with a pre-test and post-test design. Results. showed a significant increase from an average of 8.7 rebounds in the pre-test to 18.5 rebounds in the post-test. The paired sample t-test obtained t = 12.47 > t = 2.045 with p = 0.000 < 0.05, which means the training model is effective in improving rebound skills. Conclussions. A game-based approach not only improves technical skills but also athletes' motivation and engagement, in line with the developmental characteristics of adolescence. Rebound training through play provides all children with the opportunity to develop their individual abilities.
Utilizing Canva as an Innovative Solution in Developing Digital Teaching Media in Schools Rendy Yudha Pratama; Bungsudi; Amir Syaifurrohman; Ulfa Isni Kurnia; Andri Prasetiyo; Arif Alexander Bastian; Jovana Renaldy Gumay; Ahmad Nuruhidin
Aktual: Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 2 (2025): Aktual: Jurnal Pengabdian Kepada Masyarakat May 2025
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/aktual.v3i2.416

Abstract

Background of the study:Most teachers in primary and secondary schools continue to rely on conventional teaching materials. A key issue is the limited knowledge and skills in using digital design tools such as Canva, which hinders their ability to create engaging and interactive teaching media.Purpose and scope of the paper:This community service program aims to enhance teachers’ digital literacy and creative capacity by introducing Canva as a practical and innovative tool for developing digital teaching media, specifically targeting educators in Pringsewu Regency.Methods:The program engaged 20 teachers from various disciplines. It employed a combination of workshops, hands-on training, guided tutorials, and evaluations. Data collection methods included pre- and post-training questionnaires, observations, and documentation of participants’ teaching media outputs.Results:Following the program, 95% of participants showed improved skills in using Canva. Additionally, more than 25 digital teaching products were created. Teachers also reported increased confidence and motivation in integrating digital media into their instructional practices.Conclusion:Canva proves to be an effective and accessible tool for enhancing teachers’ capabilities in designing digital teaching materials. With proper training and support, teachers can independently develop innovative teaching media to foster better student engagement and improve learning outcomes
The effect of differentiated traditional game learning on physical fitness of elementary school students Satria Armanjaya; Fadlu Rachman; Andri Prasetiyo; Arif Alexander Bastian; Nasrul Khanafi
Altius: Jurnal Ilmu Olahraga dan Kesehatan Vol. 14 No. 1 (2025): Altius: Jurnal Ilmu Olahraga dan Kesehatan
Publisher : Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36706/altius.v14i1.91

Abstract

This study aims to examine the improvement of physical fitness through traditional game learning with differentiation. The design used in this research is quasi experiment. The population in this study were 4th and 5th grade students. The subjects of this study amounted to 20 students. Data collection using the TKJI test for ages 8-10 years. Data analysis techniques using t-test analysis, through prerequisite tests of normality and homogeneity. The results of hypothesis testing using paired samples T-test. The results of paired samples t-test statistical analysis in the control group of traditional game learning with differentiation have a sig value of 0.1111> 0.05, meaning that in the control group of traditional game learning with differentiation there is no significant difference between the initial variable and the final variable. Meanwhile, the experimental group of traditional game learning with differentiation has a sig value of 0.001 < 0.05 so that it can be interpreted that there is a significant difference between the initial variable and the final variable. It was concluded that learning traditional games with differentiation in the control group did not increase, while learning traditional games with differentiation in the experimental group experienced a significant increase, the increase from the initial 12.7 increased to 14.4 with an increase of 1.7.