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Concurrent Validity and Reliability of Footwork Ability Test Based on The Internet of Things Technology for Badminton Player Williyanto, Septian; Andre Yogaswara; Witri Suwanto; Agus Wiyanto; Sri Wicahyani; Oktoviana Nur Ajid; Muchamad Rizki Sentani
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol. 13 No. 2 (2024)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/peshr.v13i2.2995

Abstract

The purpose of this study is to evaluate the device of footwork ability test based on the Internet of Things technology for badminton players, an online tool for testing badminton players’ agility, for validity and reliability. The data collection method used is by testing two devices on samples. A side step test, an agility test kit, and a footwork ability test were used to evaluate several badminton players. Members of the student activity unit at Universitas Pendidikan Indonesia who play badminton make up the research sample. Each sample carried out the test 2 times, the first test with a side step test (Edgren) and the second test with a footwork device test. The footwork ability test is a valid and reliable way to gauge a badminton player’s agility. Based on the test results of the two test tools (footwork ability test based on the Internet of things and side step test) conducted on 12 players, the validity level of the footwork ability test based on the Internet of things is 0.93 and a reliability of 0.98. So it can be concluded that the device of footwork ability test based on the Internet of Things technology for badminton players’ validity and reliability falls into the good category, making it recommended as a footwork agility test tool for badminton players.
PENINGKATAN KEILMUAN GURU PJOK DI KOTA SURAKARTA MELALUI EDUKASI KONSEP DBON Sapto Wibowo; Hari Setijono; Kunjung Ashadi; Yuri Lolita; Rini Ismalasrari; Sri Wicahyani
Jurnal Pengabdian Masyarakat FKIP UTP Vol 7 No 1 (2026): PROFICIO : Jurnal Abdimas FKIP UTP
Publisher : FKIP UNIVERSITAS TUNAS PEMBANGUNAN SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36728/jpf.v7i1.5367

Abstract

Terbatasnya kegiatan yang bertujuan untuk meningkatkan keilmuan pada guru olahraga di Kota Surakarta, membuat para guru kesulitan mengakses perkembangan ilmu keolahragaan terbaru. Kondisi tersebut disebabkan oleh kurangnya perhatian dari pihak pemerintah dalam peningkatan sumber daya guru dalam perkembangan ilmu yang ada, sehingga potensi peserta didik masih belum bisa dikembangkan secara maksimal. Kegiatan ini bertujuan untuk meningkatkan pemahaman dan pengetahuan guru olahraga dalam memahami pengembangan dan konsep dari Desain Besar Olahraga Nasional (DBON). Sosialisasi ini diikuti oleh 30 guru olahraga SMP di Kota Surakarta. Metode yang digunakan dalam kegiatan ini yaitu menggunakan ceramah dengan menggunakan powerpoint yang berisi penjelasan materi tentang konsep DBON. Setelah mengikuti kegiatan ini, para peserta mengaku bahwa mereka mendapatkan pemahaman dan keilmuan yang baru tentang konsep DBON dan penerapannya dalam konsep pembelajaran di sekolah. Para guru diharapkan akan menerapkan keilmuan baru yang mereka dapatkan untuk meningkatkan kualitas belajar mengajar di sekolah. Peserta berharap kegiatan semacam ini akan dapat berlanjut untuk tahun-tahun berikutnya.
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.
KORELASI KESEHATAN MENTAL DAN STRES TERHADAP PEMBELAJARAN PENDIDIKAN JASMANI DI SMA KHADIJAH SURABAYA Anas Nur Maliki; Sri Wicahyani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.53325

Abstract

Mental health and learning stress are psychological factors that can affect students' learning process, including in Physical Education. This study aims to analyze the relationship between mental health and stress levels with the learning outcomes of 10th-grade students in SMA Khadijah Surabaya. The study used a quantitative approach with a cross-sectional design on 72 students selected through a total sampling technique. Mental health was measured using the Depression Anxiety Stress Scale-21 (DASS-21), while learning stress used the Perceived Stress Scale-10 (PSS-10). Physical Education learning outcome data were obtained through a Google Form-based evaluation. Data analysis was carried out descriptively and inferentially using the Spearman's Rho test because some of the data were not normally distributed. The results showed an average Physical Education score of 80.49 with a relatively homogeneous data distribution. In addition, no significant relationship was found between mental health or learning stress with students' Physical Education learning outcomes.
Analisis Pengambilan Keputusan (Decision Making) Atlet Petanque Pada Situasi Kritis Pertandingan Agung Prasetyo; Irawan, Safri; Rifky Mile; Meri Haryani; I Kadek Suardika; Arief Ibnu Haryanto; Sri Wicahyani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.56313

Abstract

This study aims to analyze the decision-making of petanque athletes in critical match situations in Gorontalo Province. Decision-making is a crucial aspect of petanque because it is determined not only by technical ability but also by the athlete's cognitive, tactical, and psychological abilities in interpreting game situations. This study used a quantitative descriptive approach, with a sample of 20 petanque athletes selected using a total sampling technique. The research instrument was a Likert-scale questionnaire consisting of 20 items with indicators of situation reading, tactical understanding, alternative course of action selection, decision accuracy and speed, self-confidence, pressure control, and decision evaluation. Data were analyzed using descriptive statistics in the form of averages, percentages, and categories. The results showed that the decision-making level of petanque athletes was in the good category with an average percentage of 79.25%. The highest indicator was the ability to interpret match situations, while the lowest indicator was pressure control. The conclusion of this study indicates that athletes have good decision-making skills in critical match situations, but still need improvement in the aspects of pressure control and decision-making speed to optimize athlete performance in stressful match conditions.