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Pengaruh Model Pembelajaran TPSR Terintegrasi Fitness Education terhadap Peningkatan Keterampilan Bermain Sepak Bola dan Keterampilan Sosial pada Anak Sekolah Dasar Rivaldi Mahendra Wuliyanto; Agus Mahendra; Achmad Syakur Fahri
Gelanggang Olahraga: Jurnal Pendidikan Jasmani dan Olahraga (JPJO) Vol. 9 No. 5 (2026): Gelanggang Olahraga: Jurnal Pendidikan Jasmani dan Olahraga
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/16nafj53

Abstract

This study aims to determine the effect of the Teaching Personal and Social Responsibility (TPSR) learning model integrated with Fitness Education on the soccer playing skills and social skills of elementary school students compared to conventional learning. The study used a quantitative approach with a quasi-experimental method and a nonequivalent pretest-posttest control group design. The study sample consisted of 40 fifth-grade students at SDN 062 Ciujung, Bandung City, divided into an experimental group and a control group. The instruments used were the Game Performance Assessment Instrument (GPAI) to measure soccer playing skills and the Social Skills Improvement System (SSIS) to measure social skills. Data were analyzed using a normality test, followed by the Wilcoxon Signed-Rank Test and the Mann-Whitney U test due to non-normal distribution. The results showed a significant difference between the pretest and posttest scores in both groups (p = 0.01 < 0.05). Furthermore, the Mann-Whitney U test showed significant differences between the experimental and control groups in soccer skills (p = 0.01) and social skills (p = 0.03). These findings indicate that the TPSR learning model integrated with Fitness Education has a greater impact than conventional learning in improving soccer skills and social skills in elementary school students. Therefore, the TPSR learning model integrated with Fitness Education can be used as an alternative educational learning method to develop both motor skills and social skills in students. Keywords: Elementary School, Fitness Education, Soccer Skills, Social Skills, Teaching Personal And Social Responsibility (TPSR).
The Influence of the Jigsaw Learning Model on Self-Esteem and Basic Basketball Technical Skills in Elementary Schools Andika Nur Fajri; Wildan Alfia Nugroho; Agus Mahendra
Journal of Physical Education Health and Sport Vol. 13 No. 1 (2026)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpehs.v13i1.48045

Abstract

The Jigsaw Learning Model is a learning strategy that emphasizes cooperation among students by dividing the material into small sections that are studied in groups. Each group member is responsible for studying one section of the material, then meets with members of other groups who are studying the same section (called expert groups), and then returns to their original group to teach the material they have understood. The purpose of this study is to analyze improvements in basic basketball skills and self-esteem through the application of the Jigsaw cooperative learning model. The research method used is Classroom Action Research (CAR) with a pre-experimental approach. The research subjects are students in class VC, who were divided into small, heterogeneous groups. The research data was analyzed using Excel 2021. The results showed an improvement in the basic basketball skills of students in Class VC at Elementary School 178 Gegerkalong KPAD following the implementation of the jigsaw learning model. The students’ average score increased from 41 in the pre-cycle phase to 62.4 at the end of Cycle II. Additionally, students’ self-esteem levels also increased, from an initial average score of 60.45 to 78.62 following the implementation of the instructional interventions. In conclusion, the implementation of the jigsaw learning model, carried out over four interventions across two cycles, proved effective in enhancing both the basic basketball skills and self-esteem of students in Class VC at Elementary School 178 Gegerkalong KPAD. The results of the students’ basic basketball skill tests showed a significant improvement from the pre-cycle results to the fourth intervention in Cycle II. Implicitly, the Jigsaw cooperative learning model can be used as an effective learning strategy to improve students’ basic basketball skills. 
KAMS: A Kids’ Athletics Movement Skill Assessment Instrument-Evidence of Content Validity and Reliability in Indonesian Children Aged 10–11 Years Ricky Wibowo; Agus Mahendra; Yudy Hendrayana; Sucipto Sucipto; Rene II Mediana Babiera
Journal of Sport Science and Education Vol 11 No 1 (2026)
Publisher : Faculty of Sport and Health Sciences

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jossae.v11n1.p12-29

Abstract

The World Athletics Kids’ Athletics Level 2 programme targets children aged 8–11 years through running, jumping, and throwing activities. However, no standardised and psychometrically validated instrument exists to assess Kids’ Athletics movement skills among Indonesian children. This study developed and validated the Kids’ Athletics Movement Skill Assessment (KAMS), comprising six sub-tests: 30 m Sprint, Hurdles Sprint, Standing Long Jump, Standing Triple Jump, Turbo Throw, and Medicine Ball Push. Following the COSMIN framework, instrument development included item generation, expert content validation, pilot testing (n = 30), and psychometric evaluation with 60 primary school students (30 boys, 30 girls). Content validity was perfect (S-CVI/Ave = 1.00). Inter-rater reliability was excellent (ICC = 0.910), intra-rater reliability ranged from 0.836–0.970, and test-retest reliability ranged from 0.750–0.871. Internal consistency was acceptable (Cronbach’s α = 0.793). The mean total process score was 24.68 ± 3.33, with 83.3% of students achieving at least the Good category. Although boys showed higher throwing and jumping product scores, total process scores did not differ significantly by gender. KAMS demonstrated excellent psychometric properties and is suitable for evaluating Kids’ Athletics programmes in Indonesian primary school children, with further studies recommended to establish construct and concurrent validity.
Multimodal Pedagogy in Project-Based Activities for Esp Classrooms: Does It Affect Student Multimodal Literacy? Wulandari Putri; Mesa Rahmi Stephani; Andi Suntoda Situmorang; Agus Mahendra
Acuity: Journal of English Language Pedagogy, Literature and Culture Vol. 11 No. 2 (2026): Acuity: Journal of English Language Pedagogy, Literature and Culture
Publisher : LPPM Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35974/5bnaan70

Abstract

Technological developments have changed the way students learn from time to time. With the development of technology, learning can no longer depend on one mode alone. Through multimodal pedagogy, student diverse learning styles can be better accommodated. However, research applying multimodal pedagogy in the English for Specific Purpose (ESP) context is not yet adequate. For this reason, this study aimed to construct and apply multimodal pedagogy for ESP classroom, specifically English for Sport students, in project-based activities aimed to improve the student multimodal literacy. Learning was carried out by involving various modes. Meanwhile, the projects were in the form of instructional videos, where the content was related to the student professional targets. This research is quasi-experimental research employing a mixed-method approach involving two English for Sport classes consisting of approximately 120 students. One class was assigned as experiment group and another class was assigned as the control group. Data were obtained from questionnaires, products from student projects, and focus group discussions. The results of the study showed that the multimodal literacy improvement in experimental group was significant. However, the difference between the control and experimental group was found insignificant.
Pengaruh Model Hybrid TGFU-TPSR terhadap Kreativitas dan Sikap Sportivitas Siswa SD Moh Said Usman; Agus Mahendra; Wildan Alfia Nugroho
Jurnal Porkes Vol 9 No 3 (2026): September: Article in Progress
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/porkes.v9i3.35280

Abstract

Physical Education, Sports, and Health instruction in elementary schools still tends to focus on the repetitive mastery of techniques, resulting in suboptimal development of students’ creativity and sportsmanship. This study aims to analyze the effect of a hybrid model combining Teaching Games for Understanding (TGFU) and Teaching Personal and Social Responsibility (TPSR) based on invasion games on the creativity and sportsmanship of elementary school students. The method used was an experiment with a one-group pretest-posttest design. The sample consisted of 30 fifth-grade students from Nur El Hikmah Elementary School, selected through purposive sampling. Creativity was measured using the Thinking Creatively in Action and Movement (TCAM) instrument, while sportsmanship was measured using the Multidimensional Sportspersonship Orientation Scale (MSOS). Data were analyzed using a paired-sample t-test. The results showed a significant increase in creativity from 21.80 to 25.83 (p < 0.05) and in sportsmanship from 56.73 to 60.30 (p < 0.05). In conclusion, the hybrid TGFU and TPSR models based on invasion games are effective in simultaneously enhancing elementary school students’ creativity and sportsmanship. This study provides an empirical contribution to the development of an integrated, contextual, and relevant physical education learning model that meets the needs of 21st-century education.
Physical Literacy Profile of Indonesian Children Aged 6-8 Years: Preliminary Normative Data and Interpretive Guidelines Using the Physical Literacy in Children Questionnaire (PL-C Quest) Didin Budiman; Agus Mahendra; Achmad Syakur Fahri; Messa Rahmi; Ricky Wibowo; Mukhlisin Mukhlisin; Dian Budiana; Suherman Slamet; Anira Anira
Journal of Sport Science and Fitness Vol. 12 No. 1 (2026): Journal of Sport Science and Fitness
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jssf.v12i1.36268

Abstract

Background: Physical literacy (PL) is recognized as a fundamental concept for encouraging children to engage in lifelong physical activity and achieve healthy outcomes. However, in Indonesia, normative data and interpretive criteria for assessing children’s physical literacy are lacking. The Physical Literacy in Children Questionnaire (PL-C Quest) is a validated pictorial self-report tool, but no interpretation guidelines exist for its use in Indonesian contexts. Objectives: This study aimed to establish baseline normative data and preliminary interpretive guidelines for the PL-C Quest in Indonesian children aged 6–8 years. Method: A cross-sectional descriptive study was conducted with 50 children (19 boys, 31 girls) aged 6–8 years, recruited from Indonesian elementary schools. Each child completed the 30-item PL-C Quest, which uses cartoon illustrations to assess perceived physical literacy across four domains (Physical, Psychological, Social, Cognitive). Descriptive statistics (means, standard deviations, ranges, percentiles) were calculated for total and domain scores. Preliminary percentile-based categories were developed to interpret individual scores. Result: The mean overall PL-C Quest score was 90.22 ± 11.74 (out of 120; ~75.2% of the maximum), with a median of 92 and range of 59–112. Domain scores (as percentages of their maximums) were highest in the social domain (79.3%), followed by Physical (77.0%), Psychological (72.4%), and Cognitive (71.6%). Five interpretive categories were defined: Very High, ≥102 points, High, 97–102, Moderate, 80–97, Low, 71–80, and Very Low, ≤71. Boys scored marginally higher on average than girls (91.53 vs. 89.42), and scores showed a slight decline with increasing age (mean for 6-year-olds 98.67; 7-year-olds 90.84; 8-year-olds 87.20). Conclusion: This study provides the first normative data on physical literacy for Indonesian children, revealing generally high perceived physical literacy with strengths in social interaction and physical competence. Areas for improvement include the cognitive and psychological domains. The new percentile-based categories offer educators and practitioners practical benchmarks for interpreting PL-C Quest scores and identifying children who may benefit from targeted interventions. These findings supply a crucial baseline for developing physical literacy programs and future research in Indonesia.
Development of Sport Kids Application as an Effort to Increase Physical Activity of Elementary School Children Cheni Febrianti; Wildan Alfia Nugroho; Agus Mahendra
Journal of Physical Education Health and Sport Vol. 12 No. 1 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpehs.v12i1.29326

Abstract

The increasing use of digital devices among children has led to decreased physical activity and increased sedentary lifestyles, posing serious health risks. This study aims to develop the Sport Kids application as an innovative digital platform to promote physical activity in elementary school children. Using the ADDIE development model (Analyze, Design, Develop, Implement, Evaluate), the application was created with four main features: nutrition, physical activity, sports, and quizzes. It was designed using Canva and Scratch, then converted to Android format. Validation by media and material experts indicated an average feasibility score of 81%, categorized as very feasible. Implementation was carried out with 29 fourth-grade students over seven days. Physical activity levels were measured using the PAQ-C instrument before and after using the application. The results showed a significant improvement in activity levels. Statistical analysis using a paired sample t-test produced a significance value of 0.000 (p < 0.05), confirming that the Sport Kids application effectively increased children’s physical activity. This research concludes that digital applications, when properly designed and implemented, can serve as effective tools in promoting active and healthy lifestyles among school-aged children.