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Perbandingan Metode Pemulihan: Rendaman Kaki di Es vs. Istirahat Aktif Pasca Latihan Lari 12 Menit Mahasiswa PKO UPRI Arba, Muhammad Arkanul; Rahmatullah, Wahyu
Jurnal Pendidikan Kepelatihan Olahraga (Pejuang) Vol 1 No 2 (2025): 30 Juni 2025
Publisher : Universitas Pejuang Republik Indonesia

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This study aims to compare the effectiveness of ice water immersion versus active recovery methods on recovery after 12-minute running exercise in sports coaching education students. This research used a quasi-experimental design with a sample of 30 students divided into two groups: ice water immersion group (n=15) and active recovery group (n=15). Recovery parameters measured included heart rate recovery, blood lactate levels, and perceived exertion scale. Data were analyzed using independent t-test and paired t-test with significance level p<0.05. The results showed that both recovery methods were effective in reducing heart rate and blood lactate levels post-exercise. However, the ice water immersion group showed significantly faster heart rate recovery (p=0.032) and lower lactate clearance time (p=0.028) compared to the active recovery group. The active recovery group showed better subjective recovery perception (p=0.041). This study concludes that ice water immersion is more effective for physiological recovery, while active recovery provides better psychological comfort in post-exercise recovery.
Socialization of the Dangers of Sleeping Late Due to Gaming Addiction: Efforts to Increase Digital Wellness Awareness in SMPN 4 Bontolempangan SATAP Ma'Lengu Students Arga, Arga; Arba, Muhammad Arkanul; Aulria , Siti Nurhalizah Mutia; Rerung, Charmila Tandi; Rahmatullah, Wahyu; Bana, Suriani
Jurnal Perjuangan dan Pengabdian Masyarakat: JPPM Vol. 1 No. 3 (2025): 30 September 2025
Publisher : Universitas Pejuang Republik Indonesia

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Sosialisasi bahaya tidur terlambat akibat gaming addiction di SMPN 4 Bontolempangan SATAP Ma'Lengu bertujuan untuk meningkatkan kesadaran siswa tentang dampak negatif penggunaan gadget berlebihan untuk bermain game terhadap kualitas tidur dan kesehatan secara keseluruhan. Kegiatan ini menyediakan platform bagi siswa untuk memahami konsep digital wellness, mengenali tanda-tanda gaming addiction, mempelajari strategi manajemen waktu digital yang sehat, memahami pentingnya sleep hygiene, serta mengembangkan kebiasaan penggunaan gadget yang bertanggung jawab. Melalui sosialisasi ini, diharapkan siswa dapat mengurangi waktu bermain game yang berlebihan, memperbaiki kualitas tidur, meningkatkan prestasi akademik, dan menciptakan keseimbangan yang sehat antara aktivitas digital dan kehidupan nyata di lingkungan sekolah dan rumah.