Agus Parman
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PENGARUH PERMAINAN KEPALA BERANJAU TERHADAP PENINGKATAN PASSING BAWAH BOLA VOLI PADA SISWA PUTRA KELAS VIII SMP NEGERI 5 KOTA JAMBI: Eksperimen Agus Parman; Ugi Nugraha
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.22099

Abstract

There are many forms of game practice that can improve down-passing abilities, one of which is the open-head game, which can be used as a form of training for students in an effort to improve down-passing ability in volleyball games. The goal to be achieved through this research is to reveal the influence of the long-head game on improvement. Volleyball Bottom Passing in Class VIII Male Students of SMP Negeri 5 Jambi City. The research method used was an experimental method with a One Group Pre test - Post test design research design, with a sample size of 25 students from the existing population. The sample was obtained using a conditional sampling technique (Purposive Sample). This research began with an initial test and a final test for volleyball underpasses. The training was carried out for six weeks with a frequency of three times a week. The results of this study used quasi-experimental t-test data analysis which showed that there was an influence of the head-to-head game on improving volleyball bottom passing in class VIII male students at SMP Negeri 5 Jambi City (tcount 15.522 > ttable 1.711 with a confidence level of 95% ). Thus, Ho is rejected and Ha is accepted. So it can be concluded that there is an influence of the head game on improving volleyball bottom passing in class VIII male students at SMP Negeri 5 Jambi City.
KONTRIBUSI FISIOLOGI OLAHRAGA DALAM MENGATASI RISIKO MENUJU PRESTASI OPTIMAL Agus Parman; Tri Bayu Norito; Boy Indrayana; Muhammad Ali
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.27552

Abstract

Maximum achievement in the world of sports can only be achieved if training is carried out in a quality manner and follows systematic coaching principles such as the concept of coaching pyramid. The use of science and technology (IPTEK) is very important to obtain data on the physiological characteristics of athletes, which are then used as a reference in compiling training programs. In the training process, load management must consider the physical condition of each athlete, because the training load functions to stimulate an increase in their physiological capacity. However, errors in managing the training load can have a negative impact on the athlete's physical condition. Signs such as increased heart rate, frequent dizziness, and digestive and metabolic disorders are symptoms of overtraining that will hinder the athlete's performance in achieving the best performance. This overtraining is usually caused by errors in planning and implementing the training program
PENGEMBANGAN MODEL PEMBELAJARAN BERBASIS CANVA PADA PEMBELAJARAN PJOK MATERI LOMPAT JAUH TINGKAT SMP Muhammad Suhron Siregar; Sukendro, Sukendro; Ugi Nugraha; Boy Indrayana; Hendri Munar; Wawan Junresti Daya; Agus Parman
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i1.43130

Abstract

This study aims to develop and evaluate the effectiveness of a Canva-based instructional video model for teaching long jump in Physical Education (PJOK) at the junior high school level. The research employed a Research and Development (R&D) design using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The subjects were 32 eighth-grade students at SMPN 5 Tanjung Jabung Timur. Data were collected through expert validation sheets, student response questionnaires, and pretest-posttest learning outcomes. The validation results from media and material experts showed a validity score of 91.3% (very valid). The effectiveness test using paired sample t-test indicated a significant improvement in student learning outcomes (t = 9.87; p < 0.001). The average pretest score was 62.4, while the posttest score increased to 83.7. These findings demonstrate that Canva-based instructional videos are valid, practical, and effective in improving students’ cognitive and psychomotor learning outcomes in long jump material. The integration of digital media in physical education enhances student engagement, motivation, and conceptual understanding. Therefore, Canva-based video media can serve as an innovative alternative learning resource in PJOK instruction at the secondary school level.
PENGEMBANGAN APLIKASI PERTANDINGAN KARATE BERBASIS ONLINE Fitromel, Decky; Boy Indrayana; Wawan Junresti Daya; Atri Widowati; Ugi Nugraha; Alek Oktadinata; Agus Parman
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i1.43161

Abstract

The rapid advancement of digital technology has significantly transformed sports management systems, including competition organization and scoring mechanisms. However, karate tournaments in many regions of Indonesia are still conducted using manual systems, leading to inefficiencies, scoring inaccuracies, and limited transparency. This study aimed to develop an online-based karate competition application called Digimatch using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research employed a Research and Development (R&D) approach involving needs analysis, expert validation, small-scale trials, and user response evaluation. The subjects consisted of 3 IT experts, 3 karate referees, and 30 users (committee members and coaches). Data were collected using validation sheets and user response questionnaires. Data analysis utilized descriptive percentage techniques to determine product feasibility and effectiveness. The results showed that the application achieved a feasibility score of 91.4% from IT experts (very valid), 88.7% from karate referees (very appropriate), and 89.6% from users (very practical). Implementation testing demonstrated improved efficiency in match administration (32% faster), reduced scoring errors, and real-time result transparency. The findings indicate that Digimatch is valid, practical, and effective in supporting karate competition management. It can be concluded that the Digimatch application provides an innovative solution to modernize karate tournaments, enhance transparency, and support sports digitalization in Indonesia.