Roas Irsyada, Roas
Pendidikan Jasmani, Kesehatan, Dan Rekreasi, Fakultas Ilmu Keolahragaan, Universitas Negeri Semarang, Semarang, Indonesia

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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. 
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.