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A Computational Exploration of Football Player Performance at the FIFA World Cup 2022 Using StatsBomb Event and 360° Spatial Data Indra Surya Permana; Ahmad Ngiliyun; Dewi Wahyuni
Indonesian Journal of Physical Education and Sport Science Vol 6 No 3 (2026): September: Article in Progress
Publisher : Indonesian Journal of Physical Education and Sport Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52188/ijpess.v6i3.2260

Abstract

Study purpose. This study explores the descriptive and structural characteristics of individual player performance at the FIFA World Cup 2022 using rich event and 360° spatial data, with the aim of demonstrating that advanced metrics provide a more discriminative profile of player contribution than conventional box-score statistics. Materials and methods. Open event data and 360° freeze-frame data for all 64 matches were extracted using the statsbombpy interface and processed through a reproducible Python pipeline adapting the CRISP-DM workflow. Twenty-five advanced per-90-minute metrics were engineered for 681 players, of whom 346 met a minimum-playing-time threshold of 180 minutes. Descriptive statistics, Pearson and Spearman correlations, and K-means clustering were applied. Results. Expected goals correlated strongly with goals scored (r = 0.75), whereas expected assists correlated only weakly with recorded assists (r = 0.22), revealing a substantial pool of creative contribution that conventional statistics fail to capture. Position and confederation profiles differed systematically, and unsupervised clustering recovered interpretable playing-style groups that cut across formal positional labels. Conclusions. Advanced event and spatial metrics expose tactically important, under-recognised contributions and provide a reproducible analytical baseline for subsequent network- and graph-based player evaluation
PENGEMBANGAN APLIKASI PEMBELAJARAN ATURAN PADEL BERBASIS SKENARIO PERMAINAN UNTUK SISWA SMA Ahmad Ngiliyun; Dewi Wahyuni; Naelah Faizatul Hidayah
DEWANTECH Jurnal Teknologi Pendidikan Vol 4 No 1 (2026): MARET
Publisher : Awatara Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61434/dewantech.v4i1.406

Abstract

This study developed a scenario-based padel rules learning application for the context of senior high school physical education (PJOK) through the Analysis, Design, and Development phases of ADDIE. Sources included the FIP rules, the PJOK subject guide, and selected literature. The standalone web prototype provides an introduction, 18 scenarios across six categories, 54 answer options, rule-referenced explanations, and a summary. An inventory and screenshots document the development process. Technical checks by the developers covered navigation, feedback, the summary, and session reset. No expert validation, student trial, or learning outcome assessment was conducted. The findings are limited to prototype development, without claims of effectiveness or improved decision-making ability.
TEKNOLOGI DIGITAL DALAM PELESTARIAN SENI TRADISIONAL MELALUI PEMBELAJARAN: SCOPING REVIEW PENDEKATAN DAN PARTISIPASI Naelah Faizatul Hidayah; Ahmad Ngiliyun
DEWANTECH Jurnal Teknologi Pendidikan Vol 4 No 1 (2026): MARET
Publisher : Awatara Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61434/dewantech.v4i1.407

Abstract

Traditional arts education needs to connect digital access, practice-based learning, and the legitimacy of cultural representation. This scoping review maps digital media, pedagogical approaches, community participation, and representation issues within a 2021–2025 evidence window. Two author-supplied Scopus exports contained 1,182 records; deduplication yielded 916 unique records. Excluding 249 records from 2026 and 115 records published before 2021 left 552 records. Lexical prioritization and domain-based recovery produced 130 candidates. Full-text retrieval was attempted for 59 reports, of which 29 were available and 28 were mapped. The remaining 71 prioritized candidates fell outside the full-text retrieval, and the sensitivity of the filter was not independently validated. References were checked through DOI resolution and publisher documents. The map covers immersive media (eight reports), multimodal or simulation (seven), online or audiovisual (six), AI or analytics (three), mobile or augmented reality (two), and digitally oriented co-design (two). Learning functions included observation, guided practice, informal exploration, collaborative design, and community transmission. Participant involvement did not always clarify community authority over cultural decisions. Knowledge, satisfaction, technical accuracy, practical skills, and intergenerational continuity were distinct outcomes. Digital media can support contextual learning, but short-term results do not prove cultural preservation. This map and framework can inform the design of traditional arts education within the limits of the assessed corpus.