Yusuf Nursyamsi, Muhamad
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The Influence of Traditional Games on the Character of Elementary School Students Hasmarita, Sony; Yusuf Nursyamsi, Muhamad; Ferrari Valentino, Ricky; Gunawan, Gugun
TEGAR: Journal of Teaching Physical Education in Elementary School Vol 6, No 2 (2023): THE ROLE OF PHYSICAL EDUCATION IN ENHANCING QUALITY OF LIFE
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/tegar.v6i1.51334

Abstract

The aim of this research was to determine the influence of traditional games on the character of elementary school students. This study employed a quantitative experimental research method with a one-group pretest-posttest design. The population of this study were the fifth-grade students of SDN Gunung Geulis. The sample consisted of 10 individuals. The sampling technique used in this study was the purposive sampling. The instrument was an assessment instrument for elementary school student character. The research results demonstrate a significant improvement in the pretest and posttest scores, with a t-value of 4.011 and significance value of 0.03 0.05. Thus, it concludes that there was a significant influence of traditional games on the character of elementary school students. The traditional game model can be employed by teachers to enhance the character of elementary school students.
The Hybrid Gamification-Tpack (Technological Pedagogical Content Knowledge) Approach in Improving 4Cs Skills and Physical Literacy of Junior High School Students in Athletic Learning Ishak, Muchamad; Hasmarita, Sony; Yusuf Nursyamsi, Muhamad; Gunawan , Gugun; Ferrari Valentino , Ricky; Meirizal , Yopi; Yunisal, Papat
Journal of Physical and Outdoor Education Vol. 7 No. 3 (2025): Journal of Physical and Outdoor Education
Publisher : STKIP Paasundan Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37742/jpoe.v7i3.413

Abstract

This study aims to analyze the effect of the Hybrid Gamification-TPACK approach on improving 4Cs Skills (Communication, Collaboration, Critical Thinking, Creativity) and Physical Literacy of 8th-grade students in athletic learning. Methods: This study used a quasi-experimental design with a pretest-posttest control group design. The research population was all 8th-grade students of SMPN 1 Cikao, Garut Regency, totaling 48 students who were sampled using total sampling technique. The sample was divided into experimental group (n=24) receiving Hybrid Gamification-TPACK learning and control group (n=24) receiving conventional learning. The intervention duration was 10 weeks with a frequency of 2 meetings per week. Research instruments used 4Cs Skills Assessment Rubric and Physical Literacy Assessment for Youth (PLAY) Tools. Data analysis used Independent Sample t-test and Paired Sample t-test with significance level α=0.05. Results: Results showed significant improvements in the experimental group for 4Cs Skills (pretest: M=64.25, SD=8.67; posttest: M=85.17, SD=6.42; p<0.001) and Physical Literacy (pretest: M=68.50, SD=9.23; posttest: M=87.33, SD=7.15; p<0.001). The control group also experienced improvements but not as significant as the experimental group. There were significant differences between experimental and control groups on posttest 4Cs Skills (p<0.001; Cohen's d=2.89) and Physical Literacy (p<0.001; Cohen's d=2.42). Conclusion: The Hybrid Gamification-TPACK approach proved effective in improving 4Cs Skills and Physical Literacy of junior high school students in athletic learning and can be an innovative alternative in 21st-century Physical Education learning