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PELATIHAN TIE DYE: AKTIVITAS MENYENANGKAN DAN EDUKATIF UNTUK PESERTA DIDIK KELAS TINGGI SDN 01 BENDOSARI Roas Irsyada; Fanisha Heavi Indria; Radita Hasanah; Mukhlasin
Jurnal Gembira: Pengabdian Kepada Masyarakat Vol 2 No 04 (2024): AGUSTUS 2024
Publisher : Media Inovasi Pendidikan dan Publikasi

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Abstract

Pelatihan tie dye sebagai aktivitas kreatif dan edukatif bagi peserta didik merupakan hal yang penting dilakukan di Desa Bendosari melihat kegiatan tersebut belum pernah dilakukan di sekolah dasar yang ada di Bednosari termasuk pada kelas tinggi di SDN 01 Bendosari. Penelitian ini bertujuan untuk menilai bagaimana kegiatan tie dye dapat meningkatkan keterampilan artistik, kolaborasi, dan kognitif peserta didik. Dengan metode yang melibatkan pembuatan desain dan pewarnaan kain, pelatihan ini memberikan pengalaman praktis yang mendukung pembelajaran sambil menyenangkan. Artikel ini menyoroti manfaat kegiatan ini dalam memperkuat keterampilan motorik halus, pemecahan masalah, dan kerja sama di antara peserta didik. Temuan menunjukkan bahwa pelatihan tie dye tidak hanya memperkaya pengalaman belajar peserta didik tetapi juga menciptakan lingkungan yang lebih interaktif dan menarik di kelas.
Articulate storyline sebagai multimedia interaktif pembelajaran permainan sepakbola pada pendidikan jasmani Irsyada, Roas; Sudarmono, Martin; Hartono, Mugiyo; Hanani, Endang Sri
Sepakbola Vol 4, No 2 (2024)
Publisher : Research and Social Study Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33292/sepakbola.v4i2.292

Abstract

Tujuan penelitian ini adalah untuk mendesain dan menguji media pembelajaran interaktif untuk Pendidikan Jasmani Olahraga dan Kesehatan materi permainan Sepakbola Sekolah Menengah Pertama (SMP). Media pembelajaran interaktif berfokus pada aktivitas peserta didik agar dapat mengakses media sesuai dengan kebutuhan Kompetensi Dasar. Aplikasi yang digunakan dalam penelitian ini adalah Articulate Storyline 3. penelitian ini menggunakan metode research and development (R&D) dengan langkah prosedurnya adalah a) Analisis b) Perencanaan c). Pengembangan  d) Penerapan  e) Evaluasi. Multimedia articulate storyline 3 diuji oleh satu ahli media, satu ahli materi seorang dosen sepakbola, satu guru Pendidikan Jasmani dan 10 orang siswa. Instrumen yang digunakan dalam menguji validitas menggunakan angket skala likert dengan interval 1 sampai 4 dengan indikator di masing-masing nilai. Teknik analisis data kuantitatif dalam penelitian ini menggunakan analisis statistik deskriptif. Berdasarkan hasil uji dan penilaian dari para ahli maka media pembelajaran interaktif permainan sepakbola termasuk dalam kategori sangat baik dan layak digunakan dalam pembelajaran Pendidikan Jasmani. Berdasarkan hasil penelitian, maka dapat disimpulkan bahwa produk media pembelajaran interkatif permainan sepakbola berbasis articulate storylane 3 ini layak dan dapat digunakan serta menjadi media literasi digital dalam pembelajaran Pendidikan Jasmani. Articulate storyline as interactive multimedia for learning football games in physical education Abstract: The purpose of this research is to design and evaluate interactive learning media for Physical Education, Sports and Health, Football game material for Junior High School (SMP). Interactive learning media focuses on learner activities in order to access the media according to the needs of the Basic Competencies. The application used in this research is Articulate Storyline 3. this research uses the research and development (R&D) method with the procedure steps are a) Analysis b) Planning c). Development d) Implementation e) Evaluation. Multimedia articulate storyline 3 was tested by one media expert, one material expert a soccer lecturer, one Physical Education teacher and 10 students. The instrument used in testing validity uses a Likert scale questionnaire with intervals of 1 to 4 with indicators in each value. Quantitative data analysis techniques in this study used descriptive statistical analysis. Based on the test results and assessments from experts, the interactive learning media for soccer games is included in the very good category and is suitable for use in Physical Education learning. Based on the results of the study, it can be concluded that the product of interactive learning media for soccer games based on articulate storylane 3 is feasible and can be used and become digital literacy media in learning Physical Education.
Articulate storyline sebagai multimedia interaktif pembelajaran permainan sepakbola pada pendidikan jasmani Irsyada, Roas; Sudarmono, Martin; Hartono, Mugiyo; Hanani, Endang Sri
Sepakbola Vol. 4 No. 2 (2024)
Publisher : Research and Social Study Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33292/sepakbola.v4i2.292

Abstract

Tujuan penelitian ini adalah untuk mendesain dan menguji media pembelajaran interaktif untuk Pendidikan Jasmani Olahraga dan Kesehatan materi permainan Sepakbola Sekolah Menengah Pertama (SMP). Media pembelajaran interaktif berfokus pada aktivitas peserta didik agar dapat mengakses media sesuai dengan kebutuhan Kompetensi Dasar. Aplikasi yang digunakan dalam penelitian ini adalah Articulate Storyline 3. penelitian ini menggunakan metode research and development (R&D) dengan langkah prosedurnya adalah a) Analisis b) Perencanaan c). Pengembangan  d) Penerapan  e) Evaluasi. Multimedia articulate storyline 3 diuji oleh satu ahli media, satu ahli materi seorang dosen sepakbola, satu guru Pendidikan Jasmani dan 10 orang siswa. Instrumen yang digunakan dalam menguji validitas menggunakan angket skala likert dengan interval 1 sampai 4 dengan indikator di masing-masing nilai. Teknik analisis data kuantitatif dalam penelitian ini menggunakan analisis statistik deskriptif. Berdasarkan hasil uji dan penilaian dari para ahli maka media pembelajaran interaktif permainan sepakbola termasuk dalam kategori sangat baik dan layak digunakan dalam pembelajaran Pendidikan Jasmani. Berdasarkan hasil penelitian, maka dapat disimpulkan bahwa produk media pembelajaran interkatif permainan sepakbola berbasis articulate storylane 3 ini layak dan dapat digunakan serta menjadi media literasi digital dalam pembelajaran Pendidikan Jasmani. Articulate storyline as interactive multimedia for learning football games in physical education Abstract: The purpose of this research is to design and evaluate interactive learning media for Physical Education, Sports and Health, Football game material for Junior High School (SMP). Interactive learning media focuses on learner activities in order to access the media according to the needs of the Basic Competencies. The application used in this research is Articulate Storyline 3. this research uses the research and development (R&D) method with the procedure steps are a) Analysis b) Planning c). Development d) Implementation e) Evaluation. Multimedia articulate storyline 3 was tested by one media expert, one material expert a soccer lecturer, one Physical Education teacher and 10 students. The instrument used in testing validity uses a Likert scale questionnaire with intervals of 1 to 4 with indicators in each value. Quantitative data analysis techniques in this study used descriptive statistical analysis. Based on the test results and assessments from experts, the interactive learning media for soccer games is included in the very good category and is suitable for use in Physical Education learning. Based on the results of the study, it can be concluded that the product of interactive learning media for soccer games based on articulate storylane 3 is feasible and can be used and become digital literacy media in learning Physical Education.
Empowerment of Disabilities Through Creative Dance Activities as a Step to Support the Healthy Living Community Movement Towards a Fit Indonesia 2045 Wijayanti, Dwi Gansar Santi; Setiawan, Ipang; Irsyada, Roas; Farida, Lulu April; Husna, Aftina Nurul; Indriyani, Silvia; Sahab, Dhoni Frizky Arya; Tadita, Armayta Dwi; Suminar, Suminar
Jurnal Abdimas Vol. 29 No. 2 (2025): December 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/abdimas.v29i2.32356

Abstract

People with disabilities, especially students at SLB Negeri Ungaran, have the same right to live a healthy and active life as other individuals. One way to achieve this is through physical activity such as Creative Dance. Creative Dance has many benefits for people with disabilities, both physically, psychologically, and socially. Physically, it helps to improve physical fitness. Psychologically, it increases confidence, reduces stress, and helps overcome anxiety and depression. Meanwhile, in the social aspect, it provides opportunities for people with disabilities to interact with others, build social relationships, and increase a sense of togetherness and inclusion in society. Participation in group activities can also increase motivation as well as provide positive emotional support. The purpose of this community service activity is to increase the independence, motor skills, and confidence of people with disabilities through physical activities based on creative dance. The implementation methods in this activity are (1) socialization, (2) training, and (3) mentoring. This activity was attended by 151 students with disabilities. During the implementation of the service, the participants showed enthusiasm, this can be seen from the attendance of 90% of the participants and active involvement in the creative Dance session. The result of this service activity is to have a positive impact, both physically, psychologically, and socially, on the participants. Creative Creative Dance has proven to be an effective medium to improve the fitness, creativity, social interaction, and confidence of people with disabilities.
Strengthening the Hompimpa Community through Traditional Game Development in Nongkosawit Village, Gunungpati District, Semarang City Raharjo, Hermawan Pamot; Wijayanti, Dwi Gansar Santi; Irsyada, Roas; Hendriansyah, Dony Tirta; Nurrafi'u, Gizalias Kusnanda; Suparmi, Suparmi
Jurnal Abdimas Vol. 29 No. 2 (2025): December 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/abdimas.v29i2.33020

Abstract

One way to maintain the local identity and wisdom of the community is to preserve culture, such as traditional games. Nongkosawit Village is a tourist village that has the potential to preserve culture. However, along with the development of the times and the sophistication of technology, many people, especially the younger generation, have switched from traditional game coaching to modern games. Some other problems include children's lack of knowledge about various traditional games, lack of interest in traditional games, and lack of movers/activists of traditional games. The impact is that children do less physical activity, so that their physical, mental health, and social development are disrupted until the fading of a culture. The purpose of this service activity is to preserve and reintroduce traditional Game Development to the community, especially the younger generation, so that they can actively move. The Hompimpa community, as one of the communities that focuses on the preservation of traditional Game Development, needs to get support in the development and development of its programs to be more effective in cultivating movement in the community. The solution that can be provided is a Strengthening of the Hompimpa Community to re-preserve traditional games in the community in Nongkosawit Village. The implementation methods that will be carried out include a) Activity Preparation, b) Review of Problems in the Field, c) Implementation, d) Program Evaluation, and e) Activity Reporting. This activity was attended by 120 elementary school children, which was held at the Sidosari Field, Nongosawit Village. The result of this service activity is that the Hompimpa Community is consistent in introducing and preserving traditional games. Another positive impact is to cultivate the young generation of Nongosawit Village to actively participate in traditional games. So that a better quality of life is created. 
Pengembangan Media Pembelajaran Permainan Kasdrum Untuk Peserta Didik Kelas V SD Negeri Sengi 01 Firman Efendi; Ranu Baskora Aji Putra; Agung Wahyudi; Roas Irsyada
Indonesian Journal for Physical Education and Sport Vol. 5 No. 2 (2024)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/inapes.v5i2.3385

Abstract

The aim of this research is to produce kasdrum games for elementary schools and test theeffectiveness of this model. This research method is development research. Data collectionwas carried out by interviews, document analysis and questionnaires obtained from expertevaluations and the results of filling out questionnaires by 19 class V students. The dataanalysis techniques used were qualitative data analysis techniques of interview transcriptsand document analysis results, quantitative data analysis techniques, participant needsanalysis questionnaires. education, and quantitative data analysis techniques, product designvalidation questionnaires and product validation. From the test results of material expertsand supporting teachers, analysis results were obtained at 3.4 with very good criteria, resultsfrom material experts, design experts and supporting teachers obtained product analysisresults at 3.5 with very good criteria. Meanwhile, from the student response test from 19students, data of 93.53% was obtained with very interesting criteria. Based on these results,it can be concluded that the "kasdrum" game development model can be used in PhysicalEducation learning for fifth grade students at SDN Sengi 01. Suggestions for PhysicalEducation teachers are that the poison ball development game can be used as an alternativeeducational learning model that is effective and fun and can be used in elementary schools
Efek Permainan Bola Basket 3x3 Terhadap Perubahan Heart Rate Atlet Putri Celena Basketball Academy Tri Oktavia, Hasna; Roas Irsyada; Ipang Setiawan; Dwi Gansar Santi Wijayanti
Indonesian Journal for Physical Education and Sport Vol. 5 No. 1 (2024)
Publisher : Universitas Negeri Semarang

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Abstract

Mulanya bola baket dimainkan dengan format 5on5, inovasi baru berupa permainan bola basket 3x3 muncul. Terdapat perbedaan aturan, jumlah pemain dan ukuran lapangan. Permainan 3x3 dinilai memiliki tuntutan fisiologis lebih besar dinilai dari intensitas yang dihasilkan. Tujuan dari penelitian ini untuk mengetahui pengaruh permainan bola basket 3x3 terhadap perubahan HR dan intensitas yang dihasilkan. Subjek penelitian ini 14 atlet putri Celena Basketball Academy (usia 14,07±0,99 tahun, berat badan 50,04±7,41 Kg dan SPO2 97,35±1,27 %). Penelitian menggunakan metode kuantitatif  dengan quasi eksperimental. Desain menggunakan one group pretest postest, teknik sampling dengan probably sampling dan data dianalisis secara statistik menggunakan alat bantu  SPSS V.25. Hasil penelitian ini rerata heart rate maksimal sebesar 194 bpm, rerata HR pretest sebesar 83 bpm atau 43% dari HR maksimal. Hasil posttest heart rate sebesar 167 bpm atau 86% MHR. Kenaikan dari heart rate senilia 84 bpm atau 43%. Intensitas latihan pada intensitas tinggi dengan nilai HR diantara 155-172 bpm dari MHR. Kesimpulan dari penelitian ini bahwa permainan bola basket dengan format 3x3 dapat memberikan pengaruh pada kenaikan HR secara signifikan dengan kenaikan 83 bpm atau 43% dari MHR. Intensitas yang dihasilkan zona empat dengan kriteria intensitas tinggi dengan kisaran HR 80-89% atau 155-172 bpm dari MHR. 
Penerapan Modifikasi Permainan Kasvol Dalam Meningkatkan Motivasi Belajar Siswa Kelas V Di SD Srondol Wetan 04 Nur Rizal Amanullah; Irsyada, Roas; Wahyudi, Agung; Tiga Putri, Dwi
Indonesian Journal for Physical Education and Sport Vol. 5 No. 1 (2024)
Publisher : Universitas Negeri Semarang

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Abstract

Penelitian ini bertujuan untuk mengeksplorasi dan menerapkan modifikasi permainanKasvol sebagai strategi inovatif dalam meningkatkan motivasi belajar siswa kelas V dSD Srondol Wetan 04. Metode penelitian yang digunakan adalah penelitian tindakankelas dengan melibatkan 30 siswa sebagai subjek penelitian. Data dikumpulkan melaluobservasi, wawancara, dan kuesioner untuk mengukur tingkat motivasi belajar sebelumdan setelah penerapan modifikasi permainan Kasvol. Hasil penelitian menunjukkanbahwa penerapan modifikasi permainan Kasvol efektif dalam meningkatkan motivasbelajar siswa. Ditemukan peningkatan yang signifikan dalam partisipasi siswa,keterlibatan aktif dalam pembelajaran, dan semangat belajar. Modifikasi permainan inmenciptakan lingkungan belajar yang menyenangkan dan interaktif, sehingga siswa lebihtermotivasi untuk mengembangkan keterampilan dan pengetahuan mereka Penelitian inmemberikan kontribusi positif terhadap pengembangan strategi pembelajaran yang dapatdiadopsi oleh guru untuk meningkatkan motivasi belajar siswa. Implikasi dari penelitianini dapat digunakan sebagai dasar untuk pengembangan program pembelajaran yanglebih inovatif dan menarik di tingkat pendidikan dasar, dengan memanfaatkanpermainan sebagai alat pembelajaran yang efektif. 
Pengaruh Latihan Gated Obstacle Drill Dan Stair Step Roll Drill Terhadap Kemampuan Dribbling Pada Pemain U-12 SSB Putra Harapan Rangga Panji Izzad; Martin Sudarmono; Mohamad Annas; Roas Irsyada
Indonesian Journal for Physical Education and Sport Vol. 5 No. 2 (2024)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/inapes.v5i2.8201

Abstract

This research is motivated by the low level of basic dribbling skills possessed by U-12 SSB Putra Harapan players of Magelang City, which is caused by weak dribbling skills. The purpose of the study was to compare the results of gated obstacle drill and stair step roll drill on dribbling ability by obtaining two groups studied between pre-test and post-test and given different treatments. Based on the results of the research data, it can be concluded that the gated obstacle drill and stair step roll drill both affect the dribbling ability of the players. The gated obstacle drill is better than the stair step roll drill in improving dribbling ability seen from the value of the difference between the average pretest and posttest that has been done. It is expected to be used as a reference for football coaches in developing a training programme aimed at improving dribbling skills aimed at improving the ability of basic dribbling techniques.
Kesiapan Mental Atlet Atletik Kabupaten Banjarnegara Dalam Menghadapi Event Student Athletic Championship (SAC) Central Java Feriska Amelia Putri; Donny Wira Yudha Kusuma; Ranu Baskora Aji Putra; Roas Irsyada
Indonesian Journal for Physical Education and Sport Vol. 5 No. 2 (2024)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/inapes.v5i2.8828

Abstract

The Athletic Team in Banjarnegara Regency in facing the Central Java Students Athletic Championship (SAC) event has not been known the level of mental readiness because this is an international event that has only been held for the last two seasons. Mental Readiness is the most important thing in an athlete's performance in a match. Thus the purpose of this study is to determine the mental readiness of athletes in terms of motivation, self-confidence, anxiety and concentration. This study is a quantitative study with a survey design. The research analysis uses statistical analysis and descriptive exploration methods. The results of the analysis of the Mental Readiness of Athletic Athletes in Facing the Central Java Student Athletic Championship (SAC) Event are in the "high" category. This study is limited to the factors of motivation, self-confidence, anxiety and concentration. It is hoped that further research can add other psychological aspects. The conclusion of the results of this study is that the supporting factors in the mental readiness of athletic athletes include motivation factors in the "very high" category, self-confidence factors in the "high" category, anxiety factors in the "sufficient" category, and concentration factors in the "high" category. Suggestions in this study are that coaches must always monitor the mental readiness of athletes in every training to face a championship