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Survey on the Basic Technical Skills of Fast Walking Athletes in Lahat Regency Megariani, Evi; Handayani, Widya; Lestari, Hikmah
PPSDP International Journal of Education Vol. 3 No. 2 (2024): PPSDP International Journal of Education (Special Issue)
Publisher : Perkumpulan Program Studi Doktor Pendidikan (PPSDP)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59175/pijed.v3i2.345

Abstract

This study aims to determine the essential technical skills of fast-walking athletes in Lahat Regency. This research uses quantitative descriptive research methods along with survey methods. The population for this study was all 13 speed-walking athletes who took part in training at the Regency Athletic Club. The sample in this research was 13 people, and the total sampling technique was used. Research data was collected using a fast-walking test. The data analysis technique used in processing research data is analyzed using descriptive statistical methods in the form of mean, mode, standard deviation, and coefficient of variance. The results showed that two athletes (15.38%) had the essential technical skills of fast-walking athletes in the outstanding category. Five athletes (38.46%) had the essential technical skills of fast-walking athletes in the excellent category, and 6 Athletes (46.15%) had the basic technical skills of fast-walking athletes in the poor category. It can be concluded that the basic technical skills of fast-walking athletes in Lahat Regency are still at a poor stage, so an analysis of the factors that influence the basic technical skills of fast-walking athletes is needed, and special training methods are also needed to improve the basic technical skills of fast walking athletes in Kabul. Lahat patent.
AVK game model based on technology and local wisdom to improve physical fitness of children aged 6-12 years Megariani, Evi; Handayani, Widya; Putri, Siti Ayu Risma; Lestari, Hikmah; Lanos, Muhsana El Cintami
Multilateral : Jurnal Pendidikan Jasmani dan Olahraga Vol 25, No 1 (2026): February
Publisher : Lambung Mangkurat University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/multilateral.v25i1.24416

Abstract

This study aims to develop and evaluate AVK (Audio, Visual, Kinesthetic) Game Models based on Technology and Local Wisdom to improve the physical fitness of children aged 6-12 years. The research was carried out for one year using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The analysisstage involved identifying learning needs, dominant learning styles, and the physical fitness conditions of children through observations, interviews, and surveys involving 100 student participants. The design and development stage resulted in four interactive games that integrate physical movement, audio-visual media, and elements of South Sumatra local culture, namely Musi Fort, Palace Jump Rope, Sriwijaya Hide and Seek, and Belida Fish Catch. The design and development stage produced four interactive games that combine physical movement, audio-visual media, and elements of local South Sumatra culture: Musi Fort, Palace Jump Rope Jump, Sriwijaya Hide and Seek, and Belida Fish Catch. The implementation of the model was carried out on 60 students (consisted of 30 males and 30 females), with pretest and posttest measurements of physical fitness using TKSI instruments, as well as observation of student involvement and response. The evaluation stage was conducted after implementation by comparing pre-test and post-test results, supported by observations and questionnaires on students’ and teachers’ responses, with the evaluation results serving as the basis for drawing conclusions regarding the effectiveness and feasibility of the model in elementary school Physical Education learning. The results of the statistical analysis using a paired-sample t-test showed a significant difference between the pre-test and post-test scores (p < 0.05). The results showed significant improvements in various aspects of physical fitness, namely flexibility (10%), muscle endurance (8%), coordination (10%), agility (8%), and cardiopulmonary endurance (9%). In addition, 91% of students showed a positive response to this learning model, and teachers considered this media to be effective and support the integration of local wisdom values. In conclusion, the AVK Game Model based on Technology and Local Wisdom has been proven to be effective in improving physical fitness, motivating students’ active participation, and strengthening appreciation for local culture. This model deserves to be used as an innovative alternative in Physical Education learning in elementary schools, which brings together technology, multiple intelligences, and local wisdom values in a fun and contextual way.