Jurnal PORKES
Lingkup Jurnal Porkes adalah: Pendidikan Olahraga, Kesehatan Olahraga, Kepelatihan Olahraga, Olahraga Tradisional, Manajemen Keolahragaan, Kebugaran Jasmani, Biomekanika, Fisiologi Olahraga, Fisikologi Olahraga.
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Peningkatan Pembelajaran Permainan Bolavoli Kelas VIII SMPN 1 Suralaga Menggunakan Articulate Storyline
Azhari, Haeruddin;
Abdullah, Catur Prima Eka Putra;
Prasetyo, Muhammad Teguh;
Hamzah, Hamzah
Jurnal Porkes Vol 7 No 2 (2024): PORKES
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/porkes.v7i2.27215
The purpose of this research is to develop articulate storyline-based interactive media products in volleyball games for SMPN 1 Suralaga students which will be used as a learning tool by a teacher in improving the cognitive abilities of students. The development of learning media as a technology-based learning tool that is in accordance with the times in stimulating cognitive, learning motivation and quality in learning so that learning outcomes are getting better. This product development uses the ADDIE model which consists of need assessment, design, development, implementation, evaluation. The population in this study were all students of SMPN 1 Suralaga and the sample in this study were 30 students. The data collection technique in this research and development uses a questionnaire technique with answer choices using a Likert scale of 1 to 4. The results of the 93% (very valid) bolavoli learning validation test, 90% (very valid) bolavoli material expert validation, 96% (very valid) learning media expert validation, 93% (very feasible) small group trial, and 85% (very interested) average attractiveness test. The conclusion of research and development of interactive learning media based on articulate storyline in volleyball games can provide interest in learning for students of SMPN 1 Suralaga.
Pengaruh Model Teaching Games for Understanding Terhadap Peningkatan Kemampuan Pukulan Servis Pendek Dalam Pembelajaran Bulutangkis
Setiawan, Hari;
Mury Syafei, Muhamad;
Suherman, Asep
Jurnal Porkes Vol 7 No 2 (2024): PORKES
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/porkes.v7i2.27222
The purpose of this study was to examine how much influence the teaching games for understanding model has on improving the ability to hit short serves in badminton learning. This study uses a quantitative approach with experimental research methods. The population of this study was class VIII SMPN 6 West Karawang totaling 400 students. The sample used in this study was simple random sampling, using the slovin formula totaling 40 students. The form of research design is pre-experimental design with the form of one group pretest postest design. The research instrument used a french short serve test instrument. The results of this study are the average before treatment and after treatment has increased significantly, namely the mean pretest 12.2000 to the mean posttest 21.5500. Meanwhile, the results of the calculation of the paired sample T test hypothesis testing are a significance value (2-tailed) of 0.000 <0.05, meaning that there is a significant influence between the average value before treatment and the average value after treatment. It can be concluded that the teaching games for understanding model has an effect on improving the ability of badminton short serve shots of class VIII students of SMPN 6 West Karawang.
Hubungan Tingkat Kebugaran Dengan Konsentrasi Pembelajaran Pendidikan Jasmani Pada Peserta Didik
Farhan Hafidz Sidik;
Nurwansyah, Rhama;
Purbangkara, Tedi
Jurnal Porkes Vol 7 No 2 (2024): PORKES
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/porkes.v7i2.27255
This study aims to show the relationship between physical fitness level and physical education learning concentration. The population of this study were all students of class VIII of Al Amin Islamic Junior High School, North Cikarang. By using the cluster random sampling technique, one class from the total VIII class was selected as the sample to be studied. This research is a quantitative research with correlational method. The data used is data obtained from instruments in the form of an Indonesian student fitness test to measure the level of physical fitness of students and a concentration grid test to measure the level of concentration of students. To prove the hypothesis proposed, the data analysis used is a simple linear regression analysis technique. Based on the results of the study, it was found that there was a relationship between the level of physical fitness on the concentration of students, namely r count (0.432) > r table (0.349) at alpha = 5% with N = 31-1 = 30 and a significance value of p 0.015 < 0.05. These results are positive, meaning that the better the physical fitness, the better the concentration of students. The result of the coefficient of determination (r2) obtained of 0.186 means that physical fitness contributes 18.60% to the concentration of students' learning, and the remaining 81.40% is influenced by other factors.
Pengaruh Variasi Latihan Wall Pass Terhadap Ketepatan Passing dalam Permainan Sepak Bola
Ainun Nizar, Daffa;
Fauzi, Rizal Ahmad;
Rukmana, Anin
Jurnal Porkes Vol 7 No 2 (2024): PORKES
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/porkes.v7i2.27268
The problem of this research is that novice players often have difficulty in making targeted passes. This condition is certainly detrimental to their team because the ball is easily captured by the opponent. The purpose of the study was to examine the effect of wall pass training on passing accuracy. This research uses an experimental method. This research design is one group pretest-postest design. The population of this study were all students in extracurricular football at SDN Sukamaju. This sample uses purposive sampling, namely 20 people. Data analysis uses data normality test, paired sample T-Test test, r-square regression test. The instrument uses a measurement test. The results of the study, namely the pretest, obtained an average value of 8.00, the lowest value was 6, the highest value was 12, and the standard deviation was 2.077. For the posttest, the average value was 17.90, the lowest value was 15, the highest value was 22, and the standard deviation was 1.944. Got a sig value of 0.001 < 0.05. So it can be concluded that there is an effect of wall pass training on the passing accuracy of extracurricular football members of SDN Sukamaju.
Penguatan Otot Lengan Sebagai Model Latihan Shooting 10 M Air Pistol Berbasis Koordinasi Meningkatkan Akurasi
Soemardiawan;
Yundarwati, Susi;
Marzuki, Ismail
Jurnal Porkes Vol 7 No 2 (2024): PORKES
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/porkes.v7i2.27279
NTB POPROV event January 17, 2022. The research method uses quantitative experiments, with a one group pretest posttest design. The entire population was used as a research sample, namely all PERBAKIN shooting athletes in NTB as many as 15 people. So this research is a population study research. The instrument uses (target paper). Data collection techniques using test methods, questionnaires or questionnaires, interviews, observations, rating scales or rating scales and documentation. The data analysis technique uses the T test assisted using the statistical product and Service Solution (SPSS 20) program. The average value of the results before being given arm muscle strengthening as a training model is 461.60 and after being given treatment with arm muscle strengthening as a training model 475.33, it means that the average mean value of arm muscle strengthening as a coordination-based 10 m air pistol shooting training model increases accuracy, there is an increase in shooting accuracy, the conclusion is an increase in shooting accuracy, meaning that arm muscle strengthening as a coordination-based 10 m air pistol shooting training model increases accuracy effectively and efficiently.
Pengaruh Permainan Tradisional Gobak Sodor Terhadap Peningkatan Kelincahan Siswa Sekolah Dasar
Bawazir, Ibnu Alif;
Fauzi, Rizal Ahmad;
Rukmana, Anin
Jurnal Porkes Vol 7 No 2 (2024): PORKES
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/porkes.v7i2.27294
The problem is the lack of playing agility in students when participating in traditional game learning. The purpose of this study was to improve student agility through traditional games of gobak sodor. The method in this study is an experimental method with a one group pretest posttest design. The population in this study were grade VI students of SDN 6 Arjawinangun with a total of 24 people. the sampling technique was total sampling. So the number of samples in this study were 24 people. The instrument in this study used a back and forth running test. The data collected is the average of the pre-test and post-test results. The data were then tested using the normality test, homogeneity, paired sample t-test and R-Square test in SPSS 20 statistics. The results showed R Square of 0.675 found 67.5%. Paired Sample T-test (0.001) < (0.05). homogeneity test (0.790) > α (0.05). normality test of 0.072. it is concluded that there is an effect of traditional gobak sodor games on increasing the agility of elementary school students and in the GOOD percentage category.
Pengaruh Tactical Games Model Terhadap Hasil Belajar Aspek Psikomotor pada Pembelajaran Bolavoli Siswa SMPN 1 Kalijati
Gustiana Pramudia Wardani;
Ismaya, Bambang;
Dermawan, Dikdik Fauzi
Jurnal Porkes Vol 7 No 2 (2024): PORKES
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/porkes.v7i2.27315
This study aims to examine the effect of the tactical games model (TGM) on learning outcomes of psychomotor aspects in bolavoli learning. This research method uses quantitative. With this research using pretest posttest control group design. The subjects of learning research are students of SMPN 1 Kalijati. This sample was selected using random sampling technique, based on this explanation, two classes were obtained, for the experimental group using class A which amounted to 35 people and for the control group using class B which amounted to 35 people this research was conducted 10 times. This research instrument is the game performance assessment instrument. The results of the pretest and posttest data analysis obtained from the experimental group's posttest values from each test instrument have the results of the paired sample T-test test value with the “test statistic” output with a value of -t count < -t table (-8.313 < -1.690) and the significance value obtained is 0.000 which is < 0.05, so there is a significant influence between the Tactical Games Model on the learning outcomes of the psychomotor aspects of the pretest and posttest data.
Pengaruh Model Pembelajaran Teams Games Tournament Terhadap Kemampuan Shooting Sepakbola Siswa Kelas X
Edo Yahya Alfian;
Ismaya, Bambang;
Dermawan, Dikdik Fauzi
Jurnal Porkes Vol 7 No 2 (2024): PORKES
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/porkes.v7i2.27368
This study aims to examine the effect of the teams games tournaments learning model on the ability to shoot inside the foot. The method used is an experiment with a nonequivalent control group design. The population in this study were all students of class X SMAN 8 Tambun Selatan consisting of 9 classes and totaling 288 students. The sample in the study was selected using cluster random sampling technique. Data analysis techniques using SPSS are normality test, homogeneity test, hypothesis testing. The results of the pretest and posttest data analysis were carried out with the Paired Sample T-test hypothesis test. The conclusion of this study is that the results of the posttest value of each test instrument have the results of the Paired dample T-test test value with the “Test Statistic” output with a sig value. (2-tailed) < 0.05 (0.000 < 0.005), so the conclusion is that there is a significant effect of the results of giving treatment in the form of the teams games tournaments learning model on the ability to shoot soccer with the inside leg of class X students conducted at SMA Negeri 8 Tambun Selatan.
Pengembangan Modul Sport Science Bulu Tangkis Berbasis Android dalam Meningkatkan Prestasi Atlet
Hidayat, Taufiq;
Fauqi, Amal;
Oktavianis, Ervin;
Ramadhan, Rizky
Jurnal Porkes Vol 7 No 2 (2024): PORKES
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/porkes.v7i2.27428
The purpose of this study was to develop an android-based badminton sports science module product in improving athlete performance. Where packaged in the android application in the form of badminton sports science teaching modules in the form of techniques, physical, mental and psychological conditions of athletes. This research is (Research & Development) which refers to the 4-D (Four-D) device development model. The research subjects were 25 badminton athletes. With a research procedure of 4 stages / steps of the define stage (defining), design stage (designing), development stage (developing), dissemination stage (dissemination). The assessment of the experts themselves, namely from sports science experts, obtained an average score of 80 with a very good category. Then the results of badminton experts obtained an average score of 80 with a very good category. Then the media expert obtained an average score of 80 also in the very good category. There are no revisions from the three experts at all and according to the experts the product is very good. The overall result of the expert revision in the large-scale trial was an average score of 29 with a very good category and worth using for badminton athletes of the Bima Regency Provincial Sports Week (Porprov).
Media Pembelajaran Video Animasi Biomekanika Melalui Metode Circuit Training untuk Meningkatkan Keterampilan Dasar Volleyball
Susila, Linda;
Hidayat, Taufiq;
Shohibul, Shohibul;
Rizky, Rizky
Jurnal Porkes Vol 7 No 2 (2024): PORKES
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/porkes.v7i2.27429
This study aims to produce learning media based on animated video applications through the circuit training method to improve basic volleyball skills. This research is a development (Research & Development) that refers to Thiangarajan's 4-D (Four-D) device development model. define, design, develop, disseminate. The stages of this model include define, design, develop and disseminate at the product validation stage through review by experts and product trials to students. The data collection instrument used was a questionnaire. The results of this study are the process of developing biomechanical animation media and the feasibility of animated videos obtained based on the average of each validator. Data analysis of volleyball skills test content/material expert review reached 90% very good. Biomechanics animation media expert review 91% good, media review reached 93% good, small group validation reached 93% good and large group validation reached 94 very good. It is concluded that in this learning design, using the R&D model, define, design, develop, disseminte, a biomechanical animated video learning media has been produced through the circuit training method.