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Contact Name
Ahmad Ashifuddin Aqham
Contact Email
ahmad.ashifuddin@gmail.com
Phone
+6288215137076
Journal Mail Official
danang@stekom.ac.id
Editorial Address
Jln. Senopati Arcawinagun Purwokerto 53113 Telp (0281) 6572636 Purwokerto 53121 Tlp. (0281) 6577111, 575222, 6575333, Nomor SK : 1860DTK-VI2009 Tanggal SK: 13 April 2009
Location
Kab. banyumas,
Jawa tengah
INDONESIA
Journal of Creative Student Research
ISSN : 29635942     EISSN : 29634776     DOI : 10.55606
Ilmu Sosial,Ilmu Ekonomi,Akuntansi,Manajemen,Kebudayaan,Pendidikan,Sejarah,Pariwisata,Gender,Humaniora,Seni Budaya Linguistik,Sastra,Filsafat,Studi Agama,Studi Media dan Komunikasi,Berbagai bidang penelitian yang relevan
Articles 368 Documents
Analisis Faktor-Faktor yang Mempengaruhi Volume Ekspor Ikan Hias (Ornamental Fish) Ke China di PT Indotama Putra Wahana, Kota Bekasi Provinsi Jawa Barat Siti Ainun; Mauli Kasmi; Mariam Mariam
Journal of Creative Student Research Vol. 2 No. 5 (2024): Oktober : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsr-politama.v2i5.4258

Abstract

This research aims to understand what factors are significant in the volume of ornamental fish exports to China at PT Indotama Putra Rides located in Bekasi City, West Java Province. Data collection methods used include observation, interviews, and literature study. Meanwhile, the data analysis method applied is quantitative using multiple analysis techniques. Classic assumption tests include linearity test, normality test, autocorrelation test, multicollinearity test, heteroscedasticity test. As well as hypothesis testing, namely the t test (partial test).
Implementasi Permainan Hijau-Hitam untuk Meningkatkan Minat Belajar Lari 100 Meter Siswa Kelas VII SMPN 11 Surabaya Mochammad Hendra Saputra; Bambang Ferianto Tjahyo Kuntjoro; Ciciek Ismayadewi
Journal of Creative Student Research Vol. 2 No. 5 (2024): Oktober : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsr-politama.v2i5.4264

Abstract

This study focuses on the low learning interest among seventh grade students at SMP Negeri 11 Surabaya. This study aims to collect information and investigate how the black-green game learning model improves students' learning interest. The design, implementation, observation, and reflection stages of the action research project were followed in this study. Thirty students from seventh grade of SMP Negeri 11 Surabaya participated in this study, which included pre-cycle, cycle 1, and cycle 2. Observation sheets, interviews, and documentation were used to collect data, which were then examined subjectively and using percentages. The results of this study indicate an increase in student learning outcomes based on data collected after cycles I and II, when game-based learning techniques were used.
Perkembangan Kemampuan Belajar Passing Sepak Bola menggunakan Pola Game Pass and Move Kelas VII G SMP Negeri 11 Surabaya Moch Abdul Muis; Bambang Ferianto; Tjahyo Kuntjoro
Journal of Creative Student Research Vol. 2 No. 5 (2024): Oktober : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsr-politama.v2i5.4268

Abstract

The problem formulation of this research is what efforts are made to improve the learning outcomes of passing in football through games and moves. The aim of this research is to determine the increase in the results of learning patterns of passing through the pass and move game at SMPN 11 Surabaya. Descriptive methods were used in this research in the form of Classroom Action Research (PTK). The sample from this research was 32 students at SMPN 11 Surabaya. The assessment of the data analysis mechanism applies the results of the percentage of completeness. The analysis results show that the lowest pre-cycle value is 44.83, the highest value is 72.34 and the average value is 60.36. In cycle 1, the lowest score was 59.28, the highest score was 85.17 and the average score was 72.44. In cycle 2 the lowest value was 62.97, the highest value was 88.88, and the average value was 76.06. The student score in the pre-cycle was 0%, cycle 1 was 34.37% with 11 students and cycle 2 was 53.17% with 18 students. Based on the analysis, you will get the results of the inner leg passing technique using group learning for students at SMPN 11 Surabaya.
Analisis Kualitas Tidur dan VO₂max Tim Futsal Putra SMAN 1 Paciran Lamongan Ananda Ryan Romadhon; Ananda Perwira Bakti
Journal of Creative Student Research Vol. 2 No. 5 (2024): Oktober : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsr-politama.v2i5.4272

Abstract

SMAN 1 Paciran men's futsal team has failed in the last 2 years in participating in tournaments. Often the problem of decreased performance during matches is due to fatigue and some athletes are reluctant to maintain good sleep hours. The purpose of this study was to analyze sleep quality and VO₂max in male futsal athletes at SMAN 1 Paciran. This type of research uses quantitative analysis. The population is the men's futsal team of SMAN 1 Paciran with a sample of 15 athletes taken using a purposive sampling technique with the criteria of athletes aged 15-18 years. The data collected from the research results were then analyzed using the normality test, linearity test and hypothesis testing using the help of IBM Statistical Product and Service Solution (SPSS) 25 software. The results of the study show that both sleep quality and VO₂max variables have an important role in sports, especially futsal to display maximum performance during matches in participating in tournaments. If an athlete already has good VO₂max it is recommended to maintain good quality sleep, so that the athlete's VO₂max is maintained. Because good quality sleep can reduce the feeling of excessive fatigue during the game.
Strategi Pemasaran terhadap Volume Penjulan Karang Hias Euphyllia Glabrencens di PT Panorama Alam Tropika Jakarta Selatan Jamila M.Darwis; Sulkifli Sulkifli; Nur Alam Kasim
Journal of Creative Student Research Vol. 2 No. 5 (2024): Oktober : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsr-politama.v2i5.4281

Abstract

Marketing is one of the activities in the economy that helps in creating economic value. Economic value itself determines the price of goods and services. Important factors in creating such value are production, marketing and consumption. The purpose of this study is to find out the marketing strategy for sales volume in ornamental coral products (coral) euphyllia glabrencens.The marketing strategy carried out by PT. Panorama Alam Tropika in marketing its products is using a 4P marketing mix marketing mix strategy from the product strategy, namely with coral ornamental coral products that are always of quality, superior, and varied. The place strategy is to choose a strategic location of the company with a company distance close to the airport of 30 ± minutes so that the process of transporting production products is faster and reduces transportation costs. Panorama Tropical Nature has determined the price with the size, type, and quality of ornamental corals (coral). And promotion strategy is to choose a strategic location of the company with a company distance close to the airport of 30 ± minutes so that the process of transporting production products is faster and reduces transportation costs. Panorama Tropical Nature has determined the price with the size, type, and quality of ornamental corals (coral). And promotion strategy by using social media Instagram and Facebook by displaying attractive product photos and still providing special prices (discounts) to customers. The marketing strategy is carried out by PT. South Jakarta Tropical Natural Panorama well and can develop its business in the midst of a lot of competition. Keywords:,
Upaya Meningkatkan Kebugaran Jasmani Melalui Pendekatan Permainan Tradisional Kelas X-3 SMA Negeri 1 Gedangan Sidoarjo Mohammad Roisul Umam; Sasminta Christina Yuli Hartati; Supriyanto Supriyanto
Journal of Creative Student Research Vol. 2 No. 5 (2024): Oktober : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsr-politama.v2i5.4301

Abstract

This study examines the low interest of class X-3 students at SMAN 1 Sidoarjo in physical fitness activities. The aim is to evaluate the effectiveness of traditional game-based learning methods in improving students' physical fitness. The research uses an action approach with stages of planning, implementation, observation, and reflection. The sample consists of 36 students from class X-3 SMAN 1 Sidoarjo who were observed during the pre-cycle, cycle 1, and cycle 2. Data was collected through observation, interviews, and documentation, then analyzed qualitatively and quantitatively using percentages. Research findings indicate an improvement in student learning outcomes after the implementation of traditional game-based learning methods in cycles I and II. This suggests that the approach is effective in increasing the level of physical fitness and student participation in physical education activities.
Penerapan Permainan Bola Beracun pada Awal Pembelajaran Pjok untuk Meningkatkan Motivasi Belajar Peserta Didik Kelas IX di SMPN 13 Surabaya Mochammad Ilmawan Amiruddin; Andhega Wijaya; Agus Suparno
Journal of Creative Student Research Vol. 2 No. 5 (2024): Oktober : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsr-politama.v2i5.4302

Abstract

This research was motivated by the low learning motivation of students in class IX of SMP Negeri 13 Surabaya. The aim of this research is to obtain data and information regarding increasing students' learning motivation by implementing a small poison ball game in PJOK learning. The type of research used is classroom action research with planning, implementation, observation and reflection procedures. Classroom action research was conducted in class IX at SMP Negeri 13 Surabaya with a total of 30 students. The research was carried out over two cycles and data collection on student learning motivation was carried out through motivation questionnaires, interviews and documentation and then analyzed using descriptive quantitative percentages. The research results obtained an increase in student motivation obtained from the motivation questionnaire conducted at the end of cycles I and II by filling in the questionnaire on reflection on PJOK learning.
Penerapan Permainan Kecil Hitam Hijau Untuk Meningkatkan Kemampuan Motorik Kasar Anak Kelas II A SDN Airlangga 1 Muhammad Dahlan Asyari; Dony Andrijanto; Luthfi Aidin
Journal of Creative Student Research Vol. 2 No. 5 (2024): Oktober : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsr-politama.v2i5.4303

Abstract

Education is a conscious and planned effort that aims to develop students' potential to achieve a better life. In the context of physical education, quality learning plays an important role in increasing students' interest and creativity. Physical activity, as taught in PJOK subjects, is very important for the physical-motor development of students, especially in elementary school children. However, observations show that the gross motor development of grade 2 students is not optimal and teachers lack innovation in the use of media and games. Traditional games, such as black and green, can be a solution to improve students' gross motor skills while creating a fun learning atmosphere. This study aims to explore the application of black and green games in improving the gross motor skills of 8-year-old students, with the hope of making a positive contribution to PJOK learning.
Implementasi Permainan Tradisional Batok Kelapa Untuk Meningkatkan Kemampuan Koordinasi Gerak dan Keseimbangan Tubuh Nanda Agil Bagus Wicaksono; Anung Priambodo; Marsudianto Marsudianto
Journal of Creative Student Research Vol. 2 No. 5 (2024): Oktober : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsr-politama.v2i5.4304

Abstract

This research aims to improve the movement coordination and body balance abilities of class 1C students at SDN Pakis 1 Surabaya through the implementation of the traditional coconut shell game. This Classroom Action Research (PTK) was carried out in two cycles, each consisting of planning, action implementation, observation, and reflection stages. The results showed a significant improvement in students' motor skills. At pre-cycle, only 25% of students achieved the expected skills. After implementing the coconut shell game, the percentage of students who completed it increased to 42.86% in the first cycle and 82.14% in the second cycle. This increase indicates that the traditional coconut shell game is an effective method in developing students' movement coordination and body balance skills and providing a fun and active learning experience.
Upaya Meningkatkan Minat Belajar Peserta Didik Melalui Permainan Berburu Binatang Dalam Pembelajaran PJOK di SMPN 28 Surabaya Farhan Dwiki Mailiano Kumaat; Bambang Ferianto Tjahyo Kuntjoro; Ifanuddin Muchtar
Journal of Creative Student Research Vol. 2 No. 5 (2024): Oktober : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsr-politama.v2i5.4305

Abstract

Comfort becomes very important when used as a driver to carry out learning that requires full concentration in receiving all materials. This factor also plays an important role in the success of learning. It can be seen from the comfort of each student. This classroom action research focuses on collecting information on how animal hunting games can increase students' interest in learning. This action was carried out in two cycles. The sample in this study was 30 students of class 9F SMPN 28 Surabaya. The results of the actions of cycle I and cycle II through observation and questionnaires were that there was an increase in students' interest in learning when using animal hunting games.