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Formula 1 Game Model (Run, Jump, Throw) in Locomotor Activity Winartiningsih, Anes; Lanos, Muhsana El Cintami; Kristina, Putri Cicilia
Journal of Social Work and Science Education Vol. 4 No. 3 (2023): Journal of Social Work and Science Education (Special Issue)
Publisher : Yayasan Sembilan Pemuda Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52690/jswse.v4i3.517

Abstract

This study aims to examine the role of the Formula 1 game model (Run, Jump, Throw) in locomotor activity. The method in this study uses a qualitative approach to the type of literature study. This study seeks to explore document studies regarding the study of the Formula 1 game model (Run, Jump, Throw) in general and then relate it to the physical learning process in SDN 67 Palembang. Because nature of physical education in elementary schools is an educational process that aims to build the growth and development of students from the physical, intellectual, movement skill, and attitude aspects that are carried out through physical activity or gestures so that they become healthy, intelligent, skilled human beings, and virtuous character so that it can have a good influence on the quality of his life in the future. It is necessary to pay attention to the implementation of physical education in schools because in supporting the growth and development of students it is also determined by the implementation of physical education in schools. Physical education teachers must be more creative in optimizing the developed facilities and infrastructure. If the physical education teacher is creative, then he is able to create something new, or modify an existing one, but present it in the most attractive way possible, so that students will be more interested and enjoy participating in the physical education learning process.
Development of interactive manipulative motion learning media using adobe animate for elementary school students Lanos, Muhsana El Cintami; Handyani, Widya; Manullang, Jujur Gunawan; Winartiningsih, Anes; Festiawan, Rifqi
Jurnal Keolahragaan Vol. 12 No. 2: September 2024
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v12i2.76328

Abstract

Over the past few years, there has been a growing recognition of the importance of integrating technology into educational practices to engage students more effectively. Traditional PE methods and limited resources have hindered effective learning, necessitating new approaches. This research aimed to develop innovative, interactive learning media based on adobe animate to enhance elementary students' learning outcomes in manipulative movement skills"”a crucial component of Physical Education (PE) that fosters physical, social, emotional, and cognitive development. Utilizing the research and development (R&D) method with Borg and Gall's ten-stage model, the study involved experts and participants from five elementary schools in Purwokerto City. Following a structured process of preliminary study, planning, development, field trials, product revisions, and large-scale testing, data were analyzed using SPSS software. Expert evaluations rated the media and material highly (91.25% and 87.50%, respectively), indicating strong acceptance and usability. Field trials showed increased student motivation and engagement, demonstrating the effectiveness of the interactive approach. Large-scale trials confirmed significant improvements in learning outcomes, with interactive media exhibiting greater efficacy compared to conventional methods. The paired sample t-tests revealed a statistically significant increase in learning outcomes, where Group A (utilizing interactive media) achieved a p-value of 0.001, whereas Group B (employing traditional methods) obtained a p-value of 0.040. The findings emphasize the critical role of incorporating innovative technologies like Adobe Animate in PE programs, offering a model for developing impactful learning media across diverse educational settings. Moreover, they stress the necessity for ongoing adaptation and feedback integration to sustain media relevance and effectiveness over time. Future research could investigate the long-term impacts of interactive media on varied subjects and learning environments, as well as explore possibilities for customizing instructional materials based on individual student needs.