Solehah, Alfiyatus
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A Qualitative Study Of Anxiety And Coping Cycles In East Java Muaythai Athletes In The Sparring Category Using A Creative Viusal Approach Rahayuni, Kurniati; Solehah, Alfiyatus
Kinestetik : Jurnal Ilmiah Pendidikan Jasmani Vol 9 No 1 (2025): March
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jk.v9i1.37360

Abstract

This research aims to be a reference for coaches, athletes, and Muaythai organization administrators in dealing with anxiety in athletes before competing, so they can perform optimally. This research uses qualitative methods with direct participation of researchers and is conducted at Koni East Java Province. Data were obtained from semi-structured interviews with 15 East Java Muaythai athletes in the fighting category who had competed at the provincial level. The results show three patterns of anxiety: (1) a pattern of progressive increase, where anxiety increases long before the day of the match and is difficult to reduce; (2) a pattern of performance decline, from high anxiety levels that do not decrease; and (3) a pattern of stagnation, where anxiety shows no significant change. This study produced three main patterns of anxiety analysis and it is hoped that future researchers can further develop the focus of the study.
Pengembangan Variasi Model Permainan Edukatif Berbasis DeepLearning pada Komponen Power Kebugaran Jasmani Menggunakan Flipbook Siswa Kelas VII Solehah, Alfiyatus; Siti Nurrochmah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.55381

Abstract

This study aims to produce a digital flipbook learning media product containing variations of educational games based on deep learning to improve the power component of the physical fitness of Grade VII students, which is valid and feasible to use. The research method used was Research and Development (R&D) by adopting the ADDIE development model modified into four stages (ADDE), namely Analysis, Design, Development, and Evaluation, without field implementation. Data were collected using needs analysis questionnaires (teachers and students) and evaluation sheets in the form of validation instruments from experts. The data obtained were analyzed using qualitative and quantitative descriptive analysis techniques. The results of the needs analysis showed that 71.8% of students wanted an attractive digital media display and 56.2% of students liked using a flipbook application. The product validation test results by the material expert reached 97% and by the media expert 96%, so that the average product feasibility percentage was 96.5% with very valid and very feasible criteria. Based on these results, it can be concluded that this deep learning-based educational game variation digital flipbook learning media is declared very valid and feasible to be used