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OPTIMALISASI KREATIVITAS DAN KOLABORASI SISWA MELALUI PROJECT BASED LEARNING PADA PEMBELAJARAN GERAK BERIRAMA Emayanti Anggraeni; Abu Istiyono; Mukharrar Fadjri; Ninik Septyani; Oktrin Ayulia Duwit
MAJU : Indonesian Journal of Community Empowerment Vol. 3 No. 3 (2026): MAJU : Indonesian Journal of Community Empowerment, Mei 2026
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/maju.v3i3.2537

Abstract

This Student Creativity Program (PKM) activity aims to optimize students’ creativity and collaboration through the application of Project-Based Learning (PjBL) in teaching rhythmic movement within the Physical Education, Sports, and Health (PJOK) curriculum. The method used is a qualitative descriptive approach, with activities consisting of outreach, training, mentoring, implementation, and evaluation. The subjects of the activity were 30 junior high school (SMP) students selected using purposive sampling. The students were divided into small groups to collaboratively design and present rhythmic movement projects. Data collection techniques included observation, interviews, and documentation, while data analysis was conducted through data reduction, data presentation, and drawing conclusions. The results of the activity showed that the application of PjBL was able to enhance students’ creativity in creating movement variations, as well as improve their collaboration skills through more effective group work. Additionally, there was an increase in student engagement, self-confidence, and participation during the learning process. Students’ responses to this learning model were also very positive because it provided a more enjoyable and meaningful learning experience and could serve as an alternative innovative learning model in Physical Education (PJOK).
THE EFFECTIVENESS OF A VIRTUAL REALITY-BASED FOREHAND SMASH TRAINING MODEL IN ENHANCING TECHNICAL SKILLS OF JUNIOR TABLE TENNIS ATHLETES Jusrianto As; Novita Wulandari; Ninik Septyani; Emayanti Anggraeni
Multidiciplinary Output Research For Actual and International Issue (MORFAI) Vol. 5 No. 6 (2025): Multidiciplinary Output Research For Actual and International Issue
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/morfai.v5i6.3407

Abstract

This study aims to develop and test the effectiveness of the Virtual Reality (VR) based forehand smash training model in improving forehand smash technique skills in table tennis athletes aged 12-16 years. In this study, the VR training model is designed to provide more immersive, flexible, and interactive training, which is expected to accelerate the learning process of forehand smash techniques without space and time limitations. This study used a research and development (R&D) approach involving 30 table tennis athletes who underwent trials of VR-based training models. The results showed that the use of VR had a significant impact on improving forehand smash skills, with an increase in scores between 15% to 30% in the pretest and posttest trials. Statistical analysis using t-test showed a significant difference between pretest and posttest scores (p-value = 0.000), indicating that VR is effective in improving speed, accuracy, and consistency of forehand smash technique. VR technology was also shown to increase athletes' motivation and engagement in training, which are important factors in technique mastery. However, although VR is effective for athletes who are still in the beginner or intermediate stages, this study also showed that highly skilled athletes experienced smaller improvements, which suggests that VR may be more effective for basic technique development. This study suggests continuing to develop VR technology by adjusting the difficulty level of the exercises according to athletes' abilities, as well as improving the comfort and user interface of VR devices. Overall, this study provides strong evidence that VR can be an effective training tool.
Beyond the visual: the lived experience of sensorimotor dissonance in virtual reality table tennis training Novita Wulandari; Jusrianto As; Emayantii Anggraeni; Ninik Septyani; Mukharrar Fadjri
Jurnal Konseling dan Pendidikan Vol. 14 No. 1 (2026): JKP
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1201600

Abstract

This study explores the essence of table tennis athletes’ lived experiences when using a Virtual Reality (VR)–based forehand smash training model. Using a phenomenological approach, data were collected from provincial-level athletes through in-depth interviews, observation, and training documentation. The findings reveal a central experiential tension: while VR enhances cognitive engagement, decision-making, and technical awareness through immersive and feedback-rich environments, it simultaneously produces a sense of sensorimotor dissonance a mismatch between visual realism and the absence of authentic haptic and physical feedback. Athletes described this as a “different feel,” requiring continuous recalibration between virtual and real-world play. This duality positions VR not as a replacement for conventional training, but as a complementary tool that strengthens perceptual–cognitive aspects of performance while remaining limited in embodied sensory fidelity. These results highlight the importance of designing VR training systems that better integrate multisensory feedback and aligning their use within hybrid training models to optimize skill transfer and athlete experience.