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Peranan Orang Tua Dan Status Ekonomi Terhadap Motivasi Mengikuti Olahraga Berkuda Diva Ristie Valentina; Nurhasan Nurhasan; Abdul Rachman Syam Tuasikal
Bravo's : Jurnal Program Studi Pendidikan Jasmani dan Kesehatan Vol 11, No 1 (2023): MARET 2023
Publisher : STKIP PGRI Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32682/bravos.v11i1.2872

Abstract

Olahraga tidak hanya mendapat kesehatan melainkan sebuah prestasi yang akan didapatkan sesuai dengan proses. Proses yang dilalui bukan hanya proses latihan namun terdapat peranan dari sendiri maupun orang lain. Peranan orang terdekat yang dapat dirasakan yaitu dari peran orang tua. Peran dari orang tua pun juga dapat dilakukan dengan berbagai macam cara dengan melakukan perhatian, motivasi, memberikan fasilitas penunjang kegiatan dan lain sebagainya. Salah satu olahraga yang memiliki penunjang kebutuhan yang membutuhkan banyak biaya yaitu olahraga berkuda. Untuk mendapatkan bagaimana peranan orang tua dan status ekonomi terhadap motivasi mengikuti olahraga berkuda, maka peneliti melakukan penelitian di club berkuda yang berada di naungan Universitas Negeri Surabaya yaitu Pandesa Riding School. Metode pengumpulan data yang dilakukan yaitu dengan cara membagikan kuesioner dan melakukan wawancara pada seluruh stakeholder yang ada mulai dari pihak manajemen, pelatih, orang tua murid dan murid yang ada di Pandesa Riding School. Hasil yang didapatkan yaitu pada peranan orang tua yang memiliki persentase tertinggi yaitu indikator dukungan dengan persentase sebesar 93.34%, yang berarti bahwa dukungan dari orang tua memiliki peranan yang besar terhadap motivasi mengikuti olahraga berkuda. Sedangkan status ekonomi yang memiliki persentase tertinggi yaitu indikator besaran gaji dengan persentase sebesar 72.97%, yang berarti bahwa besaran gaji berperan terhadap motivasi mengikuti olahraga berkuda, mengingat biaya yang dikeluarkan apabila mengikutinya membutuhkan biaya yang cukup banyak.
Effectiveness of Virtual Reality-Based Badminton Simulating In-Game Scenarios on Students' Badminton Performance Sri Wicahyani; Abdul Rachman Syam Tuasika; Sapto Wibowo; Mochamad Ridwan; Supriyono Supriyono; Diva Ristie Valentina; Muchammad Arif Krisna Wijaya; Alvin Afandi; Nandya Rizky Nur Febriana
International Journal of Educational Evaluation and Policy Analysis Vol. 3 No. 3 (2026): July: International Journal of Educational Evaluation and Policy Analysis
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijeepa.v3i3.523

Abstract

Badminton instruction in higher education is commonly dominated by isolated technical drills, limiting students' ability to transfer acquired skills into authentic match situations that require tactical awareness and rapid decision-making. This study aimed to develop and evaluate the effectiveness of a Virtual Reality (VR)-Based Badminton Simulating In-Game Scenarios learning model for improving university students' badminton performance. A Research and Development (R&D) approach employing the ADDIE instructional design model was adopted, comprising the phases of analysis, design, development, implementation, and evaluation. The developed VR application was implemented with 24 undergraduate students enrolled in a badminton course using a one-group pre-test–post-test design. Data were collected through expert validation, badminton skill assessment, observation, and student response questionnaires. The normality of the data was examined using the Shapiro–Wilk test, while differences between pre-test and post-test scores were analyzed using the Wilcoxon Signed-Rank Test. The results demonstrated statistically significant improvements in player performance (Z = –2.718, p = 0.007) and match-winning performance (Z = –3.051, p = 0.002) following the VR intervention. These findings indicate that the developed learning model effectively enhances badminton performance by providing immersive and representative learning environments that integrate technical execution, tactical awareness, perception–action coupling, and contextual decision-making. This study contributes to technology-enhanced sport education by proposing an innovative VR-based instructional model that extends conventional badminton learning beyond isolated technical practice toward authentic game-based learning experiences.
Pelatihan Peningkatan Pemahaman Perwasitan Cabang Olahraga Petanque Timor Leste dan Indonesia di Surabaya Suryanto Agung Prabowo; Dwi Cahyo Kartiko; Abdul Rachman Syam Tuasikal; Shidqi Hamdi Pratama Putera; Bayu Budi Prakoso; Bayu Ristiawan; Diva Ristie Valentina; Yogiswara Anugrah Pamungkas; Muhammad Fauzi Antoni; Novadri Ayubi
Jurnal Kabar Masyarakat Vol. 4 No. 3 (2026): Agustus: JURNAL KABAR MASYARAKAT
Publisher : Institut Teknologi dan Bisnis Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jkb.v4i3.4599

Abstract

This community service program aimed to improve the understanding and officiating skills in the sport of petanque in Timor Leste. The main problems faced by the partner included low technical knowledge of officiating, limited competent human resources, and the absence of a structured and sustainable officiating development system. The method used was competency-based training consisting of theoretical instruction, case study discussions, simulations, and field practice using an experiential learning approach. Evaluation was conducted using pre-test and post-test instruments, with data analyzed through the Wilcoxon test to measure participants’ improvement. The results showed a significant increase in knowledge, with the mean score rising from 1.85 to 4.10, and in skills, from 1.90 to 4.00, with a significance value of p < 0.05. Additionally, participant satisfaction reached a very good category (91%). This program proved effective in enhancing officiating competence and contributed to the development of a more professional and sustainable officiating system in Timor Leste.