Perdinanto
Universitas Lambung Mangkurat

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Body Mass Index (BMI) and Waist Circumference Levels of Belly Dance Participants at Purnama Studio Nur Latifah; Perdinanto; Akhmad Amirudin
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol. 14 No. 2 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v14i2.23591

Abstract

This study aims to determine the Body Mass Index (BMI) levels and waist circumference of Belly Dance participants at Sanggar Purnama. This research employed a descriptive quantitative method using a total sampling technique, involving 15 active Belly Dance participants. The instruments used included BMI measurements and waist circumference. The results showed that most participants (40%) fell into the obesity category I, 26.67% were overweight, 26.67% were in the normal range, and 6.67% were classified as obesity category II. Regarding waist circumference, 53% of participants were within the normal range, while 47% exceeded the normal threshold for women (>80 cm), indicating central obesity. These findings suggest that although Belly Dance is regularly practiced, not all participants achieved ideal body weight or waist circumference. This highlights the importance of a holistic approach to weight management, incorporating regular physical activity, a balanced diet, and a healthy lifestyle. This study contributes to the understanding of Belly Dance’s effectiveness on body composition and participant health and serves as a foundation for future health intervention strategies.
Improving self-confidence in rhythmic movement through game-based learning with an inclusive anti-gender bias approach: classroom action research muhammad adlian ashafiq; Perdinanto; Ahmad Syarif
Jurnal Maenpo : Jurnal Pendidikan Jasmani Kesehatan dan Rekreasi Vol. 16 No. 1 (2026): VOLUME 16 NOMOR 1 TAHUN 2026
Publisher : Universitas Suryakancana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/jm.v16i1.6259

Abstract

Abstract: Low self-confidence in rhythmic movement activities is a common challenge in Physical Education (PE), particularly among junior high school students who are influenced by gender stereotypes. This Classroom Action Research (CAR) aimed to describe and analyze the improvement of self-confidence among Grade VII students of SMPN 13 Banjarbaru in rhythmic movement activities through Game Based Learning (GBL) integrated with an inclusive anti-gender bias approach. The study followed the Kemmis and McTaggart spiral model across two cycles, each consisting of one learning session (3 x 40 minutes). Participants were 30 students (14 male, 16 female) in the 2025/2026 academic year. Data were collected using a self-confidence questionnaire (35 Likert-scale items, maximum score 175) and an observational rubric (scale 1–4) administered in parallel across three stages: Pre-Cycle, Cycle I, and Cycle II. The success indicator was set at 76% of students achieving the proficient category on both instruments. Results showed a significant improvement from Pre-Cycle to Cycle II. Questionnaire data indicated that 80% of students reached the high confidence category (mean score 140.47 or 80.27% of maximum), with a cumulative N-Gain of 0.365 (moderate category). Observational data recorded 80% of students achieving the proficient threshold (mean score 3.47 out of 4). The convergence of both instruments confirmed that the GBL-inclusive anti-gender bias approach effectively enhanced self-confidence in rhythmic movement activities. These findings offer a practical model for PE teachers to design gender-responsive and student-centered learning environments.
The Effect of a Game-Based Run-and-Set Activity on Students’ Agility Arya; Mita Erliana; Perdinanto; Akhmad Amirudin
Jurnal Master Penjas & Olahraga Vol. 7 No. 2 (2026): Forthcoming Issue
Publisher : STKIP Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37742/jmpo.v7i2.222

Abstract

This study investigated the effectiveness of a game-based Run and Set activity in improving students’ agility in Physical Education, Sports, and Health (PJOK). A quasi-experimental one-group pretest–posttest design was employed. The participants were 31 eighth-grade students selected through purposive sampling. Agility was assessed using the shuttle run test administered before and after the intervention. Data analysis was conducted using the Shapiro–Wilk test for normality and a paired-samples t-test with SPSS. The results demonstrated a significant improvement in students’ agility, as indicated by higher posttest performance compared to pretest results. Statistical analysis confirmed a significant difference (p = 0.000 < 0.05), indicating that the Run and Set game had a statistically significant effect on agility development. These findings suggest that game-based learning strategies can serve as an effective pedagogical approach for enhancing physical fitness components, particularly agility, in school-based physical education contexts.
Student Learning Interest Through Speed Cone Game: Descriptive Study at Junior High School 5 Banjarbaru Hafidz Ibnu Fahrezy; Mita Erliana; Perdinanto; Akhmad Amirudin
Jurnal Master Penjas & Olahraga Vol. 7 No. 2 (2026): Forthcoming Issue
Publisher : STKIP Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37742/jmpo.v7i2.225

Abstract

This study aimed to determine whether the Speed Cone game could improve students’ interest in learning running activities at SMP Negeri 5 Banjarbaru. The research employed a quantitative descriptive approach using a survey method. The population consisted of all students participating in physical education learning, while the sample comprised 31 students selected as research participants. Data were collected using an interest-in-learning questionnaire and observation sheets as the research instruments. The findings revealed that the implementation of the Speed Cone game successfully increased students’ learning interest in athletics, particularly running. The results showed that 58.1% of students were in the high category, 25.8% were in the very high category, and 16.1% were in the moderate category, with no students classified in the low or very low categories. It can be concluded that the Speed Cone game is an effective and innovative learning strategy for enhancing students’ interest in physical education learning.