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OPTIMALISASI KREATIVITAS DAN KOLABORASI SISWA MELALUI PROJECT BASED LEARNING PADA PEMBELAJARAN GERAK BERIRAMA Emayanti Anggraeni; Abu Istiyono; Mukharrar Fadjri; Ninik Septyani; Oktrin Ayulia Duwit
MAJU : Indonesian Journal of Community Empowerment Vol. 3 No. 3 (2026): MAJU : Indonesian Journal of Community Empowerment, Mei 2026
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/maju.v3i3.2537

Abstract

This Student Creativity Program (PKM) activity aims to optimize students’ creativity and collaboration through the application of Project-Based Learning (PjBL) in teaching rhythmic movement within the Physical Education, Sports, and Health (PJOK) curriculum. The method used is a qualitative descriptive approach, with activities consisting of outreach, training, mentoring, implementation, and evaluation. The subjects of the activity were 30 junior high school (SMP) students selected using purposive sampling. The students were divided into small groups to collaboratively design and present rhythmic movement projects. Data collection techniques included observation, interviews, and documentation, while data analysis was conducted through data reduction, data presentation, and drawing conclusions. The results of the activity showed that the application of PjBL was able to enhance students’ creativity in creating movement variations, as well as improve their collaboration skills through more effective group work. Additionally, there was an increase in student engagement, self-confidence, and participation during the learning process. Students’ responses to this learning model were also very positive because it provided a more enjoyable and meaningful learning experience and could serve as an alternative innovative learning model in Physical Education (PJOK).
THE EFFECTIVENESS OF A VIRTUAL REALITY-BASED FOREHAND SMASH TRAINING MODEL IN ENHANCING TECHNICAL SKILLS OF JUNIOR TABLE TENNIS ATHLETES Jusrianto As; Novita Wulandari; Ninik Septyani; Emayanti Anggraeni
Multidiciplinary Output Research For Actual and International Issue (MORFAI) Vol. 5 No. 6 (2025): Multidiciplinary Output Research For Actual and International Issue
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/morfai.v5i6.3407

Abstract

This study aims to develop and test the effectiveness of the Virtual Reality (VR) based forehand smash training model in improving forehand smash technique skills in table tennis athletes aged 12-16 years. In this study, the VR training model is designed to provide more immersive, flexible, and interactive training, which is expected to accelerate the learning process of forehand smash techniques without space and time limitations. This study used a research and development (R&D) approach involving 30 table tennis athletes who underwent trials of VR-based training models. The results showed that the use of VR had a significant impact on improving forehand smash skills, with an increase in scores between 15% to 30% in the pretest and posttest trials. Statistical analysis using t-test showed a significant difference between pretest and posttest scores (p-value = 0.000), indicating that VR is effective in improving speed, accuracy, and consistency of forehand smash technique. VR technology was also shown to increase athletes' motivation and engagement in training, which are important factors in technique mastery. However, although VR is effective for athletes who are still in the beginner or intermediate stages, this study also showed that highly skilled athletes experienced smaller improvements, which suggests that VR may be more effective for basic technique development. This study suggests continuing to develop VR technology by adjusting the difficulty level of the exercises according to athletes' abilities, as well as improving the comfort and user interface of VR devices. Overall, this study provides strong evidence that VR can be an effective training tool.
Android-Based Augmented Reality for Traditional Sports Learning Agus Kurniadi; Abu Bakar; Emayanti Anggraeni; Yohanis Habel Kareth
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol. 15 No. 2 (2026)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v15i2.57865

Abstract

This development study aimed to produce an Android-based augmented reality (AR) application for introducing traditional sports to students of SD Muhammadiyah Malawili, Sorong Regency, and to evaluate its feasibility, practicality, and preliminary effectiveness. The study used the ADDIE research and development model, consisting of analysis, design, development, implementation, and evaluation. The participants were one physical education teacher, two expert validators, and 28 fifth-grade students. Data were collected through observation, interviews, validation sheets, response questionnaires, and comprehension tests. The application contains marker cards, three-dimensional visualizations, audio narration, short videos of basic movements, and interactive quizzes on egrang, gobak sodor, bakiak, kasti, jump rope, and engklek. Expert validation produced a mean feasibility score of 87.41% (highly valid), while teacher and student responses produced a practicality score of 90.11% (highly practical). In a one-class pre-test–post-test field trial without a control group, the mean comprehension score increased from 56.79 to 82.14, with an N-gain of 0.59 (medium). These findings indicate that the application is feasible and practical and has promise as an introductory learning medium. However, the evidence of effectiveness remains preliminary; because the trial involved one class in one school and no control group, the findings cannot be interpreted causally or generalized broadly.
Lompat Kodok: Modifikasi Lompat Kangkang Berbasis Permainan untuk Anak Sekolah Dasar Emayanti Anggraeni; Mukharrar Fadjri; Faida Musa’ad; La Robi
INTEGRATIF: Jurnal Pengabdian Kepada Masyarakat Vol 3 No 2 (2025): INTEGRATIF: Jurnal Pengabdian Kepada Masyarakat
Publisher : Kilau Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60041/integratif.v3i2.335

Abstract

To determine the effect of gender variables (male vs. female) and participation in team sports (individual sports vs. other sports (team sports)). Statistical analysis of data was performed using one-way ANOVA. Data normality was evaluated using KS and QQ plots. Levene's test was used to evaluate variance homogeneity. Missing data in the dependent variable was taken into account, so surveys with missing values were excluded. All data were analyzed using SPSS version 22. Results are reported as mean ± standard deviation and a significance level of 0.05.