Alvin Afandi
Unknown Affiliation

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Pelatihan Peningkatan Kapasitas Manajemen Organisasi dan Olahraga Pada Cabang Olahraga di Koni Kabupaten Mojokerto Agung Prabowo, Suryanto; Luthfi Abdil Khuddus; Eva Ferdita Yuhantini; Hapsari Shinta Citra Puspita Dewi; Erta; Nurshalsabila Rhesa Pandhadha Putra; Hijrin Fithroni; Alvin Afandi
Laksana Olahraga Vol. 3 No. 02 (2025): Volume 03, Nomor 02, 2025
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/laksanaolahraga.v3i02.70497

Abstract

Abstract: In response to the low managerial capacity of sports branch management, especially in terms of leadership, administration, and systematic coaching of athletes' achievements. Training on Capacity Building of Organizational and Sports Management was held at KONI Mojokerto Regency. Preliminary results suggest that many administrators lack sufficient managerial experience, leading to poorly managed sports organizations. The target of this training is the sports that will win medals at the 2023 Porprov. The training is designed in five stages, including field observation, coordination, an online focus on identifying problems and solutions, the implementation of training, and evaluation of the activity's results. Performance coaching management (including talent identification), organizational leadership, and administration and reporting are the main topics of training. The results of the pre-test and post-test showed a significant increase in the aspects of understanding the organization's goals, the benefits and functions of sports, program planning, athlete identification, and report preparation. The difference in scores before and after training was significantly demonstrated by the effectiveness of the training intervention. The evaluation of the quality of training implementation from the aspects of material, organizers, facilities, speakers' abilities, and the absorption of participants was, on average, in the category of "very good" (≥90%). In addition, follow-up from participants showed that most were able to implement the training results in organizational activities, both individually, in clubs, and their respective sports organizations. Documentation of activities in the form of publications in online mass media and YouTube videos also strengthens the transparency and replication of the program. This training not only improves the competence of participants but also becomes a strategic model for the sustainable development of regional sports institutional capacity.
Effectiveness of Virtual Reality-Based Badminton Simulating In-Game Scenarios on Students' Badminton Performance Sri Wicahyani; Abdul Rachman Syam Tuasika; Sapto Wibowo; Mochamad Ridwan; Supriyono Supriyono; Diva Ristie Valentina; Muchammad Arif Krisna Wijaya; Alvin Afandi; Nandya Rizky Nur Febriana
International Journal of Educational Evaluation and Policy Analysis Vol. 3 No. 3 (2026): July: International Journal of Educational Evaluation and Policy Analysis
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijeepa.v3i3.523

Abstract

Badminton instruction in higher education is commonly dominated by isolated technical drills, limiting students' ability to transfer acquired skills into authentic match situations that require tactical awareness and rapid decision-making. This study aimed to develop and evaluate the effectiveness of a Virtual Reality (VR)-Based Badminton Simulating In-Game Scenarios learning model for improving university students' badminton performance. A Research and Development (R&D) approach employing the ADDIE instructional design model was adopted, comprising the phases of analysis, design, development, implementation, and evaluation. The developed VR application was implemented with 24 undergraduate students enrolled in a badminton course using a one-group pre-test–post-test design. Data were collected through expert validation, badminton skill assessment, observation, and student response questionnaires. The normality of the data was examined using the Shapiro–Wilk test, while differences between pre-test and post-test scores were analyzed using the Wilcoxon Signed-Rank Test. The results demonstrated statistically significant improvements in player performance (Z = –2.718, p = 0.007) and match-winning performance (Z = –3.051, p = 0.002) following the VR intervention. These findings indicate that the developed learning model effectively enhances badminton performance by providing immersive and representative learning environments that integrate technical execution, tactical awareness, perception–action coupling, and contextual decision-making. This study contributes to technology-enhanced sport education by proposing an innovative VR-based instructional model that extends conventional badminton learning beyond isolated technical practice toward authentic game-based learning experiences.