Ahmad Rahmadani
Universitas Islam Riau, Indonesia

Published : 3 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 3 Documents
Search

Development of Lectora Inspire Interactive Media for Video-Based Basketball Learning: Practical and Effective Oki Candra; Ahmad Rahmadani; Toktong Parulian; Anggara Oktaviandi; Rizki Pratama Khairullah
Journal Of Sport Education (JOPE) Vol. 6 No. 1 (2023): December
Publisher : Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/rdmfse96

Abstract

Tujuan Penelitian ini untuk mengetahui praktikalitas pengembangan media interaktif lectora inspire pada pembelajaran bola basket berbasis video. Penelitian ini menggunakan deskriptif kuantitatif, dimana mendiskripsikan hasil dari angket yang di isi oleh siswa. Populasi dan sampel penelitian ini kelas XI SMA Al Azhar Syfa Budi Pekanbaru II yang berjumlah 45 orang. Prosedur penelitian ini menggunakan instrumen angket dengan 4 indikator yakni materi, media pembelajaran, penggunaan media pembelajaran dan bahasa dengan reliabelitas 0,679. Instrumen dalam penelitian ini menggunakan kuesioner yang sudah valid melibatkan berbagai pakar dibidang IT, guru pendidikan Jasmani, dosen Pendidikan Jasmani. Dan telah dilakukan ujicoba instrumen melibatkan sampel sejenis. Teknik analisis data menggunakan dengan teknik deskriptif kuantitatif dengan persentase. Berdasarkan analisis data yang telah dilakukan pada kelas XI SMA Al Azhar Syfa Budi Pekanbaru II terdapat rata-rata 77,52% dengan kategori tinggi. Implikasi dalam penelitian ini bisa digunakan oleh guru pendidikan jasmani dan siswa, sebagai alternatif pembelajaran. Diharapkan nantinya muncul kreatifitas dan inovasi baik bagi pendidik maupun peserta didik dalam berkolaborasi mencapai tujuan pembelajaran. Temuan di lapangan menjelaskan bahwa dengan menerapkan pembelajaran menggunakan media lectora inspire terbukti banyak yang tertarik mempelajari bola basket dan karna keunikan konten, dan inovasi membuat imajinasi siswa berkembang sehingga siswa di lpangan bisa mencontoh atau mempraktekkan teknik dasar dengan benar.
Integrated physical training: An experimental study on the overall performance of basketball players Oki Candra; Ahmad Rahmadani; Toktong Parulian; Putri Wahyuni; Siti Hannariah Mansor; Satrio Satrio
Journal of Coaching and Sports Science Vol. 5 No. 2 (2026): Journal of Coaching and Sports Science
Publisher : CV. FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/jcss.v5i2.1031

Abstract

Background: Basketball performance requires integrating multiple physical components, including strength, speed, agility, flexibility, and endurance. However, conventional training programs often emphasize isolated components, limiting optimal performance development. An integrated training approach is therefore needed to address the multidimensional physical demands of basketball. Aims: Evaluate the effectiveness of an Integrated Physical Training (IPT) program in improving overall physical performance in basketball players, focusing on key components: strength, speed, agility, flexibility, and endurance. Methods: A quasi-experimental pre-test–post-test control group design was employed. Twenty-four male basketball players were randomly assigned to an experimental group and a control group. The intervention was conducted over 12 sessions (three sessions per week). Physical performance was assessed using a standardized fitness test battery covering strength, speed, agility, flexibility, and endurance. Data were analyzed using inferential statistics and effect size (Cohen’s d). Result: The IPT group demonstrated significant improvements (p < 0.05) across all physical performance variables compared to the control group. Effect sizes ranged from large to very large (Cohen’s d= 1.26–3.00), indicating substantial multidimensional performance gains. Conclusion: Integrated Physical Training (IPT) is more effective than conventional training in improving overall physical performance in basketball players. This approach is recommended as a comprehensive training model to optimize sport-specific physical adaptations.
Augmented reality for badminton education: Development and evaluation of a learning application Novri Gazali; Ahmad Rahmadani; Romi Cendra; M. Fransazeli Makorohim; Syed Kamaruzaman Syed Ali
Jurnal SPORTIF : Jurnal Penelitian Pembelajaran Vol 12 No 2 (2026): Jurnal SPORTIF: Jurnal Penelitian Pembelajaran
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/js_unpgri.v12i2.28826

Abstract

Badminton instruction continues to face challenges in facilitating students’ conceptual and visual-spatial understanding of court layout and game rules. Despite the widespread application of augmented reality (AR) in sports education, most studies have concentrated on motor skill development rather than conceptual learning. Therefore, this study developed and evaluated an augmented reality (AR) learning application to facilitate students’ understanding of badminton court configurations and game regulations. The application was developed using a Research and Development (R&D) framework guided by the Multimedia Development Life Cycle (MDLC) model and initially evaluated with 20 Physical Education students. The application was evaluated through expert validation, usability testing, and pretest/posttest measures of conceptual understanding. The application received validity and practicality ratings of 86.25% and 88.0%, respectively. Students’ mean scores improved from 69.20 to 83.75, with a statistically significant difference (p < .001), a large effect size (Cohen’s d = 0.85), and a moderate N-Gain (0.47). These findings suggest that AR-based learning can effectively support students’ conceptual and visual-spatial understanding of badminton court structures and game rules. This study contributes to the development of an AR-based learning application specifically designed to facilitate conceptual and visual-spatial learning in badminton education, while extending the pedagogical application of augmented reality beyond motor skill instruction toward concept-oriented learning. Nevertheless, the limited sample and lack of a control group may restrict the generalizability of the findings.