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Analysis of the Speed of Ap Chagi Kick Technique in Taekwondo Senior Athlete Dojang Garuda Satria Banjarbaru City Ismi Cahya Marshanda; Norma Anggara; 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.v14i2.23958

Abstract

This study aims to analyze the speed of Ap Chagi's kick technique in senior Taekwondo athletes Dojang Garuda Satria Banjarbaru City. Quantitative descriptive research using an experimental survey design was employed in this investigation. The sample consisted of 15 senior athletes selected using the purposive sampling technique. The measurement was carried out by counting the number of Ap Chagi kicks that were successfully made within 15 seconds using the stopwatch and the target kick. The results showed that of the 15 athletes tested, 5 people (33%) were in the "very good" category, 7 people (47%) were in the "good" category, and 3 people (20%) were in the "adequate" category. No athletes are in the "less" or "less" category The conclusion of this study is that Ap Chagi's kick speed in senior athletes of Dojang Garuda Satria Banjarbaru City is generally in the good to very good category, which reflects good mastery of technique and physical readiness in supporting performance during matches.
Utilization of the Environment as a Source of Learning Physical Education in Junior High Schools in Martapura City M.Rajib Ansyarullah; Arie Rakhman; 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.v14i2.24937

Abstract

This study aims to describe the level of knowledge, utilization patterns, strategies, and obstacles of Physical Education teachers in utilizing the surrounding environment as a learning resource in junior high schools in Martapura City. The study used a quantitative method with a descriptive design, involving all Physical Education teachers in junior high schools in Martapura City totaling 12 teachers through a total sampling technique. The main research instrument was a questionnaire with a five-point Likert scale consisting of 13 questions regarding knowledge and frequency and 9 supporting questions regarding strategies and obstacles to environmental utilization. The results showed that the majority of Physical Education teachers had knowledge in the low category (42%), while the frequency of environmental utilization was dominated by the moderate category (50%). The combined tabulation of knowledge and frequency also showed that (42%) of teachers were in the moderate category. The most common utilization strategy was the use of school fields (70%), followed by the surrounding natural environment (27%), while public sports facilities and city parks were rarely utilized. The main obstacles faced included limited space, weather, student safety, distance, cost, and accessibility of facilities. The conclusion of this study shows that the use of the surrounding environment as a source of learning physical education in junior high schools in Martapura City is still not optimal, so it is necessary to increase training, mentoring, and development of facilities so that physical education learning becomes more innovative, effective, and contextual.
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.
PROFIL TINGKAT KECEMASAN ATLET ATLETIK KALIMANTAN SELATAN DALAM MENGHADAPI POMNAS XVIII 2023 KALIMANTAN SELATAN Recky Ahmad Haffyandi; Ma&#039;ruful Kahri; Akhmad Amirudin
Riyadhoh : Jurnal Pendidikan Olahraga Vol 7 No 2 (2024): Riyadhoh : Jurnal Pendidikan Olahraga
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/rjpo.v7i2.13682

Abstract

Kegiatan olahraga khususnya atletik mempunyai banyak aspek dan faktor yang menunjang prestasi atlet baik secara fisik, teknik, dan psikis. Namun, saat ini banyak atlet atletik yang mengalami overthinking baik saat latihan, pra-kompetisi, dan saat kompetisi sehingga muncul sebuah kecemasan (anxiety) yang tentunya dapat mempengaruhi performa atlet tersebut. Kecemasan merupakan respon tubuh terhadap situasi tertentu, antara lain kelelahan, ketegangan, mudah tersinggung, ketegangan otot, panik, dan ketakutan yang tidak rasional. Penelitian ini bertujuan untuk mengetahui tingkat kecemasan atlet atletik Kalimantan Selatan dalam menghadapi pertandingan POMNAS XVIII. Metode penelitian yang digunakan adalah deskriptif dengan pendekatan kuantitatif dan metode yang digunakan adalah survei. Sampel pada penelitian ini adalah 21 orang atlet sampling yang digunakan total sampling. Instumen penelitian yang digunakan pada penelitian ini adalah angket Sport Competition Anxiety Test (SCAT). Dengan pengambilan data yaitu menyebarkan angket melalui google form. Hasil penelitian menunjukan bahwa sebanyak 5 (25%) atlet atletik yang memiliki tingkat kecemasan rendah. 11 atlet (55%) memiliki tingkat kecemasan rata – rata dan 5 (25%) atlet dengan kecemasan tinggi. Dan mayoritas atlet atletik tim POMNAS XVIII Kalimantan Selatan memiliki tingkat kecemasan sedang. Sehingga perlunya latihan mental dalam upaya mengurangi tingkat kecemasan atlet dalam menghadapi pertandingan
Pengaruh Latihan High Impact Aerobics Terhadap Peningkatan Vo₂Max Tim Sepakbola Wanita Kota Banjarbaru Ramadhan Arifin; Nurdiansyah Nurdiansyah; Akhmad Amirudin; Aryadi Rachman; Dila Damayanti; Puteri Febrena Fauzy
Jurnal Pendidikan Olah Raga Vol. 14 No. 2 (2025): December: Jurnal Pendidikan Olah Raga
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/jpo.v14i2.9844

Abstract

Kapasitas VO₂max merupakan indikator utama kebugaran aerobik yang sangat menentukan performa atlet sepakbola, terutama dalam mempertahankan intensitas permainan sepanjang pertandingan. Penelitian ini bertujuan untuk mengetahui pengaruh latihan high impact aerobics terhadap peningkatan VO₂max pada tim sepakbola wanita Kota Banjarbaru. Penelitian dilaksanakan pada tahun 2025 dengan menggunakan desain eksperimen pre-test dan post-test. Sampel penelitian berjumlah 25 orang atlet wanita yang secara rutin mengikuti latihan sepakbola. Instrumen pengukuran berupa tes VO₂max lapangan yang dilaksanakan sebelum dan sesudah diberikan perlakuan latihan. Program latihan high impact aerobics diberikan dalam periode tertentu dengan intensitas tinggi yang melibatkan gerakan dinamis serta ritmis. Hasil pengukuran menunjukkan bahwa rata-rata VO₂max atlet pada tes awal adalah 35,7 ml/kg/min, sedangkan pada tes akhir meningkat menjadi 37,1 ml/kg/min. Dengan demikian, terdapat peningkatan sebesar 4% dari kondisi awal. Analisis data memperlihatkan adanya perbedaan signifikan antara hasil pre-test dan post-test, yang menandakan bahwa latihan high impact aerobics berpengaruh positif terhadap peningkatan kapasitas aerobik atlet. Kesimpulan penelitian ini adalah latihan high impact aerobics dapat dijadikan sebagai salah satu metode alternatif dalam pembinaan fisik sepakbola wanita, karena terbukti efektif dalam meningkatkan VO₂max sekaligus mendukung daya tahan aerobik atlet di lapangan.
PENERAPAN MODEL TEACHING GAMES FOR UNDERSTANDING (TGFU) BERBASIS PERMAINAN UNTUK MENINGKATKAN KEMAMPUAN GERAK DOMINAN LOMPAT JAUH PADA SISWA SMP Leoni Apriyanti Simamora; Akhmad Amirudin; Rahmadi; Perdinanto
Jurnal Edukasi Citra Olahraga Vol. 6 No. 2 (2026): Jurnal Edukasi Citra Olahraga
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jor.v6i2.7067

Abstract

Rendahnya kemampuan gerak dominan lompat jauh siswa menunjukkan perlunya model pembelajaran yang lebih aktif, menarik, dan sesuai dengan karakteristik peserta didik. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan model pembelajaran Teaching Games for Understanding (TGfU) berbasis permainan terhadap peningkatan kemampuan gerak dominan lompat jauh siswa SMPN 9 Banjarbaru. Penelitian ini menggunakan pendekatan kuantitatif dengan metode eksperimen dan desain pre-experimental one group pretest-posttest design. Sampel penelitian adalah siswa kelas VIII A yang dipilih menggunakan teknik purposive sampling. Instrumen penelitian meliputi tes lari cepat 60 meter, Standing Broad Jump, Bridge Up Test, dan Balance Test untuk mengukur aspek awalan, tolakan, sikap melayang, dan pendaratan. Data dianalisis menggunakan statistik deskriptif, uji normalitas, dan paired sample t-test. Hasil penelitian menunjukkan adanya peningkatan pada seluruh komponen gerak dominan lompat jauh. Nilai lari cepat 60 meter meningkat dari 16,82 menjadi 13,05; Standing Broad Jump dari 124,11 menjadi 172,86; Bridge Up Test dari 26,36 menjadi 33,57; dan Balance Test dari 14,17 menjadi 34,73. Hasil uji hipotesis menunjukkan nilai signifikansi 0,000 < 0,05. Dengan demikian, model TGfU berbasis permainan berpengaruh signifikan terhadap peningkatan kemampuan gerak dominan lompat jauh siswa.
PENGARUH LATIHAN MULTILATERAL TERHADAP KEMAMPUAN LARI FORMULA ONE PADA PESERTA DIDIK EKSTRAKURIKULER ATLETIK DI SD Afifah Afra Al Ghifari; Perdinanto; Akhmad Amirudin; Arie Rakhman
Jurnal Edukasi Citra Olahraga Vol. 6 No. 2 (2026): Jurnal Edukasi Citra Olahraga
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jor.v6i2.7068

Abstract

Penelitian ini dilatarbelakangi oleh belum optimalnya kemampuan peserta didik ekstrakurikuler atletik dalam menyelesaikan lintasan Formula One, terutama pada aspek transisi gerak, kelincahan, koordinasi, dan kecepatan. Penelitian ini bertujuan untuk mengetahui pengaruh latihan multilateral terhadap kemampuan lari Formula One pada peserta didik ekstrakurikuler atletik di SDN 1 Landasan Ulin Utara. Penelitian menggunakan pendekatan kuantitatif dengan metode pra-eksperimen melalui rancangan One Group Pretest-Posttest Design. Sampel penelitian berjumlah 10 peserta didik yang dipilih menggunakan teknik total sampling. Perlakuan diberikan dalam bentuk latihan multilateral berbasis circuit training selama enam kali pertemuan dengan frekuensi dua kali seminggu. Instrumen penelitian berupa tes praktik lari Formula One dan lembar observasi teknik gerak yang meliputi aspek start, rolling, slalom, hurdles, sprint, dan finish. Analisis data menggunakan statistik deskriptif, uji normalitas Shapiro-Wilk, dan paired sample t-test. Hasil penelitian menunjukkan bahwa rata-rata waktu tempuh menurun dari 21,26 detik pada pretest menjadi 19,25 detik pada posttest. Skor teknik juga meningkat dari 13,1 menjadi 21,6. Hasil uji hipotesis memperoleh nilai signifikansi 0,014 < 0,05. Dengan demikian, latihan multilateral berpengaruh signifikan terhadap kemampuan lari Formula One dan dapat digunakan sebagai alternatif latihan dalam pembinaan atletik sekolah dasar.
PENINGKATAN GERAK DASAR LOKOMOTOR LARI MELALUI MEDIA KARTU BERBASIS CIRCUIT GAMES PESERTA DIDIK KELAS V SD Ahmad Uzairon; Akhmad Amirudin; Perdinanto Perdinanto; Achmad Maulana
EDUCATIONAL : Jurnal Inovasi Pendidikan & Pengajaran Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/educational.v6i4.13976

Abstract

ABSTRACT This study was conducted in response to issues identified in the teaching of basic locomotor running skills in elementary schools, namely the low level of mastery of running techniques, suboptimal student motivation, and the predominant use of conventional teaching methods, which have resulted in suboptimal student engagement in the learning process. This study aims to analyze improvements in basic locomotor running skills through the use of circuit game-based card media among fifth-grade students at SDN Keraton 1 Martapura, Banjar Regency, South Kalimantan Province. The method used was a quantitative approach with a pre-experimental design employing a one-group pretest-posttest pattern. The study sample consisted of 27 students selected through purposive sampling. The research instrument consisted of a running technique observation sheet covering indicators of body position, direction of gaze, arm swing, footstrike, as well as rhythm and fluidity of movement. Data analysis was conducted using descriptive statistics and the Normalized Gain (N-Gain) test. The results showed an increase in the average basic locomotor running ability score from 81.48 in the pretest phase to 93.52 in the posttest phase. The N-Gain analysis yielded an average of 0.75, which falls into the high category. ABSTRAK Penelitian ini dilaksanakan berdasarkan permasalahan yang ditemukan dalam pembelajaran gerak dasar lokomotor lari di sekolah dasar, yaitu masih rendahnya penguasaan teknik berlari, kurang optimalnya motivasi belajar peserta didik, serta dominannya penggunaan pembelajaran konvensional yang menyebabkan keterlibatan peserta didik dalam proses belajar belum maksimal. Penelitian ini bertujuan untuk menganalisis peningkatan kemampuan gerak dasar lokomotor lari melalui penerapan media kartu berbasis circuit games pada peserta didik kelas V SDN Keraton 1 Martapura Kabupaten Banjar Provinsi Kalimantan Selatan. Metode yang digunakan adalah pendekatan kuantitatif dengan desain pre-experimental menggunakan pola one-group pretest-posttest. Sampel penelitian berjumlah 27 peserta didik yang ditentukan melalui teknik purposive sampling. Instrumen penelitian berupa lembar observasi teknik lari yang mencakup indikator posisi tubuh, arah pandangan, ayunan lengan, langkah kaki, serta irama dan kelancaran gerakan. Analisis data dilakukan menggunakan statistik deskriptif dan uji Normalized Gain (N-Gain). Hasil penelitian menunjukkan adanya peningkatan rata-rata kemampuan gerak dasar lokomotor lari dari nilai 81,48 pada tahap pretest menjadi 93,52 pada tahap posttest. Hasil analisis N-Gain memperoleh rata-rata sebesar 0,75 yang termasuk dalam kategori tinggi. Temuan tersebut menunjukkan bahwa penggunaan media kartu berbasis circuit games efektif dalam meningkatkan kemampuan gerak dasar lokomotor lari peserta didik. Dengan demikian, media kartu berbasis circuit games dapat dijadikan sebagai salah satu alternatif pembelajaran PJOK (Pendidikan Jasmani, Olahraga, dan Kesehatan) yang inovatif, menarik, dan selaras dengan karakteristik belajar peserta didik di jenjang sekolah dasar.
Penerapan Model Pembelajaran Team Games Tournament (TGT) Dalam Meningkatkan Gerak Dominan Lari Cepat Pada Peserta Didik SMPN 1 Martapura Khairunnisa; Akhmad Amirudin; Nurdiansyah Nurdiansyah; Recky Ahmad Haffyandi
SPORTIVE: Journal Of Physical Education, Sport and Recreation Vol. 10 No. 2 (2026): 30 Juli 2026
Publisher : Prodi Pendidikan Jasmani dan Olahraga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/63v2pg24

Abstract

This study aims to determine the improvement in the dominant sprint movement of students at SMPN 1 Martapura after implementing the Team Games Tournament (TGT) learning model. The study employed an experimental method with a quantitative approach using a one-group pretest-posttest design. The sample consisted of 32 eighth-grade students from Class VIII-A at SMPN 1 Martapura, selected using purposive sampling. The research instrument was a practical test of dominant sprinting movements covering starting technique, gaze direction, arm swing, body position, footstrike, and finish. Data were analyzed using descriptive statistics, the Paired Samples t-Test, effect size (Cohen’s d), and N-Gain. The results showed that the mean pretest score of 12.94 increased to 20.31 on the posttest. The results of the Paired t-test indicated a significant difference between the pretest and posttest scores, with a t-value (31) of -21.25 and p < 0.001. The effect size analysis showed a Cohen’s d value of -3.756, which falls into the very large category, while the N-Gain analysis yielded an average value of 0.67, which falls into the moderate category. Thus, the application of the Team Games Tournament (TGT) learning model is effective in improving students’ dominant sprinting movement. This learning model is able to create an active and enjoyable learning atmosphere and encourages students to be more motivated in participating in Physical Education classes.