Ibraheem Musa Oluwatoyin
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The Power Exercise Model of Kick Based on Digital Samsak in Taekwondo Deden Budi Rosman; Iman Sulaiman; Fahmi Fachrezzy; Ibraheem Musa Oluwatoyin
Sriwijaya University Learning and Education International Journal Vol. 1 No. 2 (2024): Sriwijaya University Learning and Education International Journal
Publisher : Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55379/98h5q721

Abstract

This study is about creating and testing a digital bag-based training model to improve kick power in taekwondo. The research follows a development and testing approach based on the Borg and Gall 10-stage model. The training uses a digital bag as part of the equipment, and data analysis is done using a quasi-experimental design. The participants were 70 athletes aged between 12 and 16, divided into two groups: a control group with 35 people and an experimental group with 35 people. The results showed that the Independent Samples Test had a significance value of 0. 000, which is less than 0. 05. This means the digital bag-based training model has a significant effect on improving kick power. When testing how effective the model was in practice, the N-Gain score showed that the control group had an average score of 2. 6%, which is not very effective, while the experimental group had a score of 67. 8%, which is quite effective. The study also created a product with 45 training items based on the digital bag model. These 45 items were reviewed by three experts: a coach, a taekwondo trainer, and another taekwondo trainer. The conclusion is that the digital bag-based training model for kick power in taekwondo is both significant and effective in increasing kick power, and it results in 45 training items for use in taekwondo.
The Needs Analysis For Developing A Mobile-Virtual Reality Imagery Training Eko Nopiyanto, Yahya; Bayu Insanistyo; Dian Pujianto; Ipa Sari Kardi; Defliyanto, Defliyanto; Ibraheem Musa Oluwatoyin
Sriwijaya University Learning and Education International Journal Vol. 3 No. 1 (2026): Sriwijaya University Learning and Education International Journal
Publisher : Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55379/dzz25003

Abstract

The purpose of this research is to analyze student-athletes' needs for mobile VR-based imagery training so that a design that is adaptive for student-athletes can be produced. The design of this study is quantitative descriptive. Participants in this study were 49 high school student-athletes in Bengkulu City. Data collection was carried out using an instrument in the form of a questionnaire that had validity (0.72) and reliability (0.86). Data were analyzed quantitatively using the percentage technique. Results: 1) Student-athletes have a high need for the development of mobile-VR-based imagery training in terms of training needs (74.17%), technological readiness (69.83%), and material needs (74.27%), 2) The most significant obstacle felt by student-athletes in conducting conventional imagery training is the difficulty in getting a clear picture (41.70%), 3) Student-athletes believe that the development of mobile-VR-based imagery training is essential to do (50%), 4) The content most needed by student-athletes in developing mobile-VR-based imagery training is feedback on performance (50%), 5) the support needed by student-athletes in conducting mobile-VR-based imagery training is content that is tailored to the athlete's needs (52.80%). The findings indicate that student-athletes demonstrate a high level of need for imagery training and technological readiness. Key limitations of conventional imagery training include difficulties in generating clear mental images and lack of interactive engagement. Furthermore, performance feedback and user-centered content emerged as the most critical features for system development.