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BOLA BASKET SEBAGAI MEDIA PENDIDIKAN KARAKTER: MENGAJARKAN DISIPLIN, KERJASAMA, DAN SPORTIVITAS Candra, Oki; Rahmadani, Ahmad; Zulrafli, Zulrafli; Parulian, Toktong; Zulham, Zulham; Novrandani, Satrio
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 3 (2024): Volume 5 No. 3 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i3.30263

Abstract

Olahraga basket memiliki potensi besar sebagai media pendidikan karakter, khususnya bagi generasi muda. Program pengabdian masyarakat ini bertujuan untuk mengajarkan nilai-nilai penting seperti disiplin, kerjasama, dan sportivitas melalui kegiatan bermain basket. Disiplin dalam basket mengajarkan pemain untuk mematuhi aturan permainan, mengikuti instruksi pelatih, dan berkomitmen pada latihan rutin. Kerjasama dalam tim basket membantu pemain menghargai peran masing-masing, berkomunikasi efektif, dan mendukung satu sama lain untuk mencapai tujuan bersama. Sportivitas dalam basket mengajarkan pemain untuk menghormati lawan, wasit, dan rekan satu tim, serta menerima kekalahan dan kemenangan dengan sikap yang baik. Program ini dirancang untuk memberikan pelatihan dan pendampingan kepada atlet bola basket puteri Mahameru Pekanbaru yang berjumlah 14 orang, mengintegrasikan nilai-nilai karakter dalam setiap sesi latihan dan pertandingan. Melalui pendekatan ini, diharapkan dapat tercipta generasi muda yang tidak hanya sehat secara fisik tetapi juga memiliki karakter yang kuat dan berakhlak mulia. Dengan komitmen dan kerjasama semua pihak, program ini diharapkan dapat menginspirasi komunitas lain untuk mengadopsi pendekatan serupa dalam upaya membangun karakter bangsa melalui olahraga. Hasil dari program ini menunjukkan peningkatan signifikan dalam disiplin, kerjasama, dan sportivitas di kalangan peserta, yang berkontribusi positif terhadap pembentukan karakter.
TINGKAT VO2MAX ATLET BOLA BASKET PUTERI KLUB MAHAMERU PEKANBARU Jodhipati, Alfitra Satrio; Gazali, Novri; Candra, Oki
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 4 (2024): Special Issue Vol. 7 No. 4 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i4.39014

Abstract

Tujuan penelitian ini adalah untuk melihat Tingkat VO2Max atlet bola basket puteri klub Mahameru Pekanbaru. Jenis penelitian yang digunakan dalam penelitian ini adalah dengan menggunakan penelitian korelasi. Populasi dalam penelitian ini adalah seluruh atlet bola basket puteri klub Mahameru Pekanbaru, sedangkan teknik pengambilan sampel dalam penelitian ini menggunakan total sampling, jadi sampel pada penelitian ini berjumlah 14 orang. Tes yang digunakan dalam penelitian ini dengan menggunakan bleep test. Dari hasil penelitian dengan menggunakan 14 sampel yang diteliti atlet bola basket puteri klub mahameru pekanbaru di dapatkan hasil pada interval < 40 dengan kategori kurang sekali. Ini menunjukkan bahwa VO2max yang dimiliki oleh atlet bola basket puteri klub mahameru sangat kurang sekali yang meyebabkan bahwa perlunya tindak lanjut dan evaluasi untuk jangka panjang. Penelitian ini menegaskan pentingnya VO2Max sebagai indikator utama dalam menilai kapasitas fisik atlet untuk aktivitas intensitas tinggi seperti bola basket. Dengan menerapkan program latihan kardiorespirasi yang lebih fokus, diharapkan para atlet dapat mencapai tingkat VO2Max yang lebih tinggi, meningkatkan daya tahan atlet di lapangan, dan mencapai performa optimal dalam kompetisi
Integration of Eye-Tracking Technology in Virtual Reality Applications for Basketball Training: A Mixed Methods Needs Assessment Rahmadani, Ahmad; Candra, Oki; Perdima, Feby Elra; Ali , Syed Kamaruzaman Syed; Lobo, Joseph T; Gazali, Novri
Journal of Coaching and Sports Science Vol. 4 No. 2 (2025): Journal of Coaching and Sports Science
Publisher : CV. FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/jcss.v4i2.912

Abstract

Background: The integration of virtual reality (VR) and eye-tracking (ET) technologies has considerable potential for enhancing perceptual–cognitive skill development in basketball. However, existing research provides limited guidance on the technical and pedagogical requirements for designing VR–ET systems that are both instructionally meaningful and aligned with user needs. Aims: This study aims to identify these key design requirements through a user-centred mixed-methods approach. Methods: Semi-structured interviews and focus group discussions with coaches and lecturers were conducted to explore training challenges, expectations, and pedagogical considerations. Insights from the qualitative phase informed the development of a questionnaire administered to student-athletes (N = 120), allowing for the validation and prioritisation of system requirements. Qualitative data were analysed thematically, while quantitative data were examined using descriptive statistics. Result: The integrated findings reveal six essential domains for effective VR–ET system design: immersive tactical–technical visualisation, interactive decision-making scenarios, gaze-based performance indicators, real-time visual feedback, learning support features, and implementation readiness. Users emphasised the value of VR–ET for enhancing tactical understanding, attentional control, and personalised training experiences. Conclusion: This study contributes both theoretically and methodologically by addressing the lack of user-informed frameworks in VR–ET research and demonstrating the value of participatory mixed-methods approaches in sports technology development. The results provide a foundational design blueprint for future VR–ET prototypes and offer new insights into how immersive and gaze-based technologies can support athlete learning in team sports.
Validity and Practicality of Gamification-Based Lectora Inspire Media: An Interactive Solution for Middle School Students' Mathematics Self-Efficacy Wahyuni, Putri; Yulianti, Ana; Nugroho, Sigit; Julianti, Dola; Candra, Oki
Online Learning In Educational Research (OLER) Vol. 5 No. 2 (2025): Online Learning in Educational Research
Publisher : CV FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v5i2.876

Abstract

Transition to digital learning environments in higher education has highlighted a disconnect between technological adoption and pedagogical effectiveness, particularly in supporting active engagement and learner confidence. Many digital tools focus on content delivery with limited interactivity, resulting in minimal feedback and insufficient support for students’ self efficacy, a key predictor of persistence and performance. This research develops and evaluates an interactive gamified learning medium designed to strengthen instructional quality through structured feedback, challenge mechanics, and learner centered interaction. Effectiveness is defined in three dimensions: improvement in learning outcomes, enhancement of self efficacy, and perceived usability. Using a design and development research framework, the medium was validated by experts, pilot tested, and field tested with undergraduates. Data were collected using instruments on pedagogical quality, achievement, self efficacy, and user experience. Results show high pedagogical validity, meaningful improvement in learning outcomes, and significant enhancement of self efficacy compared with baseline conditions. Usability findings indicate strong perceptions of clarity, engagement, and support for independent learning. The study grounds design decisions in motivation and self efficacy theory and provides empirical evidence for designing pedagogically robust digital learning environments in higher education.