Claim Missing Document
Check
Articles

Found 14 Documents
Search

PENGARUH BERMAIN PLASTISIN DAN TANAH LIAT TERHADAP PENINGKATAN KETRAMPILAN MOTORIK HALUS PADA ANAK USIA DINI Sutapa, Panggung; Prihatanta, Hadwi; Antoni, Muhammad Sigit; Askia, Asyfha; Nurhayat, Dzikri
Majalah Ilmiah Olahraga (MAJORA) Vol. 29 No. 2 (2023): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/majora.v29i2.70615

Abstract

Penguasaan ketrampilan motorik halus sangat diperlukan dalam kehidupan sehari-hari. Tujuan penelitian ini adalah untuk mengetahui peningkatan keterampilan motorik halus setelah bermain dengan plastisin dan bermain dengan tanah liat. Metode yang digunakan dalam penelitian ini adalah  eksperimen jumlah sampel 40 orang anak yang diambil dengan cara sampel populasi. Sampel dibagi menjadi 2 kelompok. Kelompok satu mendapat perlakuan bermain plastisin dan satunya mendapat perlakuan bermain tanah liat. Masing-masing kelompok mendapat perlakuan bermain selama dua jam tiap minggu dengan frekuensi tiga kali dalam satu minggu, penelitian dilakukan selama 2 bulan. Instrumen yang digunakan untuk mengambil data motorik halus dengan presisi menggunting kertas, mewarnai gambar berpola, menebalkan huruf dan ketrampilan membuat kemiripan objek dengan bahan plastisin dan tanah liat. Data di analisis dengan menggunakan uji t dengan taraf signifikansi 5%. Hasilnya menunjukkan ada peningkatan ketrampilan motorik halus secara singnifikan baik yang bermain dengan plastisin maupun bermain tanah lait P < 0.05. THE EFFECT OF PLAYING WITH PLASTICINE AND CLAY ON IMPROVING FINE MOTOR SKILLS IN EARLY CHILDRENAbstractMastery of fine motor skills is very necessary in everyday life. The aim of this research is to determine the improvement in fine motor skills after playing with plasticine and playing with clay. The method used in this research was an experimental sample size of 40 children taken by population sampling. The sample was divided into 2 groups. One group received treatment playing with plasticine and the other received treatment with playing with clay. Each group received play treatment for two hours every week with a frequency of three times a week, the research was carried out for 2 months. Instruments used to collect fine motor data with precision cutting paper, coloring patterned pictures, bolding letters and skills in making object similarities with plasticine and clay. Data were analyzed using the t test with a significance level of 5%. The results showed that there was a significant increase in fine motor skills for both playing with plasticine and playing with clay, P < 0.05.
Aplikasi kebugaran dan kesehatan berbasis android: Bagaimana persepsi dan minat masyarakat? Antoni, Muhammad Sigit; Suharjana, Suharjana
Jurnal Keolahragaan Vol. 7 No. 1: April 2019
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (752.746 KB) | DOI: 10.21831/jk.v7i1.21571

Abstract

Teknologi ponsel pintar khususnya dengan sistem operasi android berkembang sangat pesat, termasuk dalam perkembangan aplikasi yang berbasis android. Perkembangan teknologi tersebut mencakup berbagai bidang dalam kehidupan sehari-hari, salah satunya dalam bidang olahraga kesehatan. Tujuan penelitian ini adalah untuk memberikan gambaran tentang persepsi dan minat masyarakat olahraga di Daerah Istimewa Yogyakarta terhadap aplikasi android kategori kebugaran dan kesehatan. Penelitian ini merupakan penelitian deskriptif dengan metode survei. Instrumen yang digunakan dalam penelitian ini adalah angket berbasis web. Penelitian dilakukan dengan melakukan survei terhadap para praktisi keolahragaan, akademisi di bidang olahraga kesehatan, serta masyarakat umum yang berjumlah 62 responden. Hasil penelitian menunjukkan bahwa persepsi responden terhadap aplikasi ponsel pintar sistem operasi android kategori kesehatan dan kebugaran pada kategori Baik Sekali sebesar 4,8%, Baik sebesar 37,2%, Cukup sebesar 22,6%, Kurang sebesar 30,6%, dan Sangat Kurang sebesar 4,8%. Minat responden terhadap aplikasi ponsel pintar sistem operasi android kategori kesehatan dan kebugaran pada kategori Baik Sekali sebesar 12,9%, Baik sebesar 43,6%, Cukup sebesar 29%, Kurang sebesar 11,3%, dan Sangat Kurang sebesar 3,2%. Secara umum, hasil penelitian menunjukkan bahwa persepsi dan minat para praktisi keolahragaan, akademisi di bidang olahraga kesehatan, serta masyarakat umum terhadap aplikasi ponsel pintar sistem operasi android kategori kesehatan dan kebugaran adalah baik. Android application in sport and health: How are societies's perception and interest? AbstractThe aim of this research was to identify societies's perception and interest of sport and health android application. It was a descriptive research with survey metode, used web based questionare as the research instruments. The research had done with surveyed sport health professionals, sport health academicians, and the citizens. The number of the subject was 62 respondents. The result of this research showed that societies's perception of sport and health android application are Very Good at 4,8%, Good at 37,2%, Enough at 22,6%, Less at 30,6%, and Very Less at 4,8%. Societies's interest of sport and health android application are Very Good at 12,9%, Good at 43,6%, Enough at 29%, Less at 11,3%, and Very Less at 3,2%. In general, the results of the study show that the perceptions and interests of sport health professionals, sport health academicians, and the citizens of sport and health android application is good.
Teachers' lesson plan in the implementation of HOTS oriented physical education learning Suhadi, Suhadi; Handoko, Riky Dwi; Mawarti, Sri; Santoso, Nurhadi; Antoni, Muhammad Sigit; Andriyani, Fitria Dwi
Jurnal Keolahragaan Vol. 11 No. 1: April 2023
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v11i1.59655

Abstract

Lesson plan is the main key in learning. This study aims to analyze the lesson plans of High Order Thinking Skills (HOTS) oriented big ball games subject in physical education learning. This is descriptive quantitative research, with document analysis method. 16 lesson plans arranged by 16 teachers from 16 schools in Bantul Regency, Yogyakarta involved in this study. This study analyzes big ball game lesson plans including eight indicators: formulation of indicators, learning objectives, learning methods, learning media, learning materials, learning resources, learning activities, and learning assessments using document analysis guidelines with descriptors ranging from 1-5 scales (very good, good, acceptable, poor, very poor). The data analysis technique uses quantitative descriptive analysis and is presented in percentage. The results showed that the analysis of HOTS-oriented big ball game lesson plans as a whole was included in the sufficient category with a range of eight indicators 29-84. The learning resource component is the component of the lesson plan that has the lowest average of 1.94. The learning activity component is the lesson plan component that has the highest mean of 19.12. It can be concluded that learning resources need the main attention to be improved in order to realize HOTS learning. Therefore, future research should consider the type of game, level of education, region or area, and health conditions due to post-pandemic situations.
Unraveling customer satisfaction and loyalty at university pool: The impact of marketing mix and service quality Hariyanto, Tri; Sumaryanto, Sumaryanto; Nasrulloh, Ahmad; Antoni, Muhammad Sigit
Jurnal Keolahragaan Vol. 12 No. 1: April 2024
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v12i1.70937

Abstract

Not a few universities currently also act as public services which also provide services to the community, including swimming pool services. This study aims to determine the effect of marketing mix and service quality on customer satisfaction and customer loyalty. The research method used is associative research with a quantitative approach. The subjects of this study were customers in the Universitas Negeri Yogyakarta (UNY) swimming pool of with 102 respondents. Sampling using purpossive sampling technique. Data collection using the survey method using an instrument in the form of a questionnaire. The object of research is marketing mix, service quality, customer satisfaction, and customer loyalty. Data analysis using Structural Equation Model (SEM) analysis techniques with the help of AMOS 22 software. Quantitative descriptive data analysis techniques using SEM assumption tests to analyse the effect of several variables on other variables simultaneously. The results showed that the hypotheses formulated in this study consisted of 4 hypotheses and all were proven to have an effect. The results obtained show that marketing mix affects customer satisfaction, service quality affects customer satisfaction, marketing mix affects customer loyalty, and service quality affects customer loyalty of UNY swimming pool. The research results are proven by the probability value (P values) <0.05. Therefore, it can be concluded that the research hypothesis is proven to be significantly accepted by this research data based on the results of SEM analysis using the AMOS version 22 software.