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Development of application-based learning for autistic students Sigit, Cahyo Nugroho; Muarifin, Muarifin; Darmawan, Arief; Amin, Lutfil
Journal of Science and Education (JSE) Vol. 4 No. 2 (2024): Journal of Science and Education (JSE)
Publisher : CV. Media Digital Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56003/jse.v4i2.332

Abstract

Poor levels of physical activity, cognitive ability, and social interaction are demonstrated in autistic children. These learning barriers in the school environment must be explicitly managed, including in terms of designing objectives, materials, methods, tools, and evaluations to achieve the actual learning objectives. Due to the complex learning barriers in autistic children, conventional learning must be collaborated with assistive technology. Based on these problems, this research aims to develop a drag-and-drop game application equipped with basic motion animation instructions. The research and development method uses the ADDIE model, which consists of five stages. The effectiveness test is carried out with a one-group pretest-posttest design, with treatment for three days and a duration of 105 minutes. With the results of the research based on the results of this overall trial, a score of 81.1% was obtained, which, when viewed from the classification table of product effectiveness scores, was included in the category of very valid for use in learning. The effectiveness test obtained a Sig value. (2-tailed) 0.000 <0.05 means Hₐ is accepted and has a significant effect on student learning outcomes. This development concludes that although the development results can be used well, teachers' ability to manage classrooms remains dominant in maintaining and regulating the learning focus of children with autism. Therefore, further research can develop and collaborate between assistive technology and learning models for physical education that can be applied and adapted to both group and individual physical activities for autistic children.
The Influence of Augmented Reality Technology Models on Floor Exercise Movement Skills in Junior High School Students. Sugiarto, Tatok; Darmawan, Arief; Sugiyanto, Sugiyanto; Priyohutomo, Ahadi; Sigit, Cahyo Nugroho
Media Ilmu Keolahragaan Indonesia Vol 13, No 2 (2023): Desember 2023
Publisher : Universitas Negeri Semarang

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Abstract

Abstract. The achievement of a movement learning process will run well and maximally if it includes the influence of new media or teaching and is accompanied by appropriate technology. The aim of this research is to find out the effectiveness of Augmented Reality (AR) in floor exercise. This research method uses an experimental approach with a randomized control group pretest and posttest design. The subjects in this study consisted of 10 children in each control and experimental group, making a total of 20 children aged 13-14 years. The results of this research show an average value of 40.90 in the control group and 100.50 in the experimental group. It can be concluded that there was an increase in floor exercise movement skills for front rolls and back rolls in both groups by 59.6%. In the paired samples test, the Sig (2-tailed) value was 0.000 0.005, indicating significant differences in floor exercise skills between the control and experimental groups. This research demonstrates the effectiveness of AR models in improving floor exercise skills. The novelty of this research lies in its application of AR technology in physical education, which has not been extensively explored. The implications of this study suggest that AR technology can significantly enhance learning experiences and outcomes in physical education, providing a valuable tool for educators and students alike.Abstract in Indonesia. Ketercapaian sebuah proses pembelajaran gerak akan berjalan dengan baik dan maksimal jika di dalamnya terdapat pengaruh media atau pengajaran yang baru serta disertai dengan teknologi yang tepat guna. Tujuan penelitian ini adalah untuk mengetahui efektivitas Augmented Reality (AR) dalam senam lantai. Metode penelitian ini menggunakan pendekatan eksperimental dengan desain kelompok kontrol acak pretest dan posttest. Subjek dalam penelitian ini terdiri dari 10 anak di setiap kelompok kontrol dan eksperimen, dengan total 20 anak berusia 13-14 tahun. Hasil penelitian ini menunjukkan nilai rata-rata sebesar 40,90 pada kelompok kontrol dan 100,50 pada kelompok eksperimen. Dapat disimpulkan bahwa terdapat peningkatan keterampilan gerak senam lantai untuk guling depan dan guling belakang di kedua kelompok sebesar 59,6%. Pada uji sampel berpasangan, nilai Sig (2-tailed) sebesar 0,000 0,005, yang menunjukkan adanya perbedaan signifikan dalam keterampilan senam lantai antara kelompok kontrol dan eksperimen. Penelitian ini menunjukkan efektivitas model AR dalam meningkatkan keterampilan senam lantai. Kebaruan dari penelitian ini terletak pada penerapan teknologi AR dalam pendidikan jasmani, yang belum banyak dieksplorasi. Implikasi dari penelitian ini menunjukkan bahwa teknologi AR dapat secara signifikan meningkatkan pengalaman dan hasil belajar dalam pendidikan jasmani, memberikan alat yang berharga bagi pendidik dan siswa. 
REVOLUSI PENDIDIKAN: MENGURAIKAN KURIKULUM MERDEKA DENGAN MENAVIGASI TANTANGAN PEMBELAJARAN PENDIDIKAN JASMANI OLEH GURU PJOK MELALUI LENSA UNESCO Wiguno, Lokananta Teguh Hari; Heynoek, Febrita Paulina; Kurniawan, Ari Wibowo; Kurniawan, Rama; Sigit, Cahyo Nugroho
Gelanggang Pendidikan Jasmani Indonesia Vol 9, No 1 (2025): Gelanggang Pendidikan Jasmani Indonesia (Juni 2025)
Publisher : Fakultas Ilmu Keolahragaan Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um040v9i1p1-12

Abstract

Esensi terkait hak dan kewajiban dasar pendidikan jasmani dan olahraga bagi tiap individu diatur secara universal melalui piagam internasional pendidikan jasmani, aktivitas fisik dan olahraga oleh UNESCO. Penelitian ini, bertujuan untuk menguraikan pelaksanaan pendidikan jasmani dengan kurikulum merdeka di kota malang. Dengan metode campuran pararel konvergen peneliti mengiterpretasikan data kuantitatif dan kualitatif secara bersamaan, terhadap 45 responden yang dipilih secara kuota sampling. Hasil penelitian menyebutkan bahwa secara kuantitatif pelaksanaan pembelajaran berada pada kategori sangat baik. Namun pada aspek kesetaraan hak, program yang bermanfaat, kontribusi stakeholder, ketersediaan sarana & prasarana, serta kerjasama internasional berdasarkan pernyataan secara kualitatif masih perlu beberapa perbaikan. Simpulan dan saran dari penelitian ini, secara ringkas mengerucut pada penekanan pelaksanaan pendidikan jasmani yang inklusif, perancangan kurikulum dengan fokus pada pendekatan holistik, peningkatan peran stakeholder dalam pendanaan fasilitas olahraga, penyediaan sarana dan prasarana yang layak dan standar, serta perlunya kerjasama internasional untuk mengembangkan pelaksanaan pendidikan jasmani yang unggul dalalm menekan pola hidup pasif pada remaja