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INDONESIA
Jurnal Ilmiah Dan Karya Mahasiswa
ISSN : 29856329     EISSN : 29857732     DOI : 10.54066
Ruang lingkup karya yang diterbitkan mencakup Multidisiplin diantaranya yaitu: Ilmu Sosial Humaniora, Politik, Pendidikan, Ilmu Teknik, Teknik Elektro dan Informatika, Desain Komunikasi Visual, Manajemen, Ekonomi dan Akuntansi, Kewirausahaan dan Bisnis.
Arjuna Subject : Umum - Umum
Articles 315 Documents
Peran Permainan Estafet Bola Untuk Meningkatkan Motivasi Belajar Materi Passing Atas dan Bawah Bola Voli Mata Pelajaran PJOK Kelas VII A SMPN 11 Surabaya Mochamat Rizki Setiawan; Bambang Ferianto Tjahyo Kuntjoro; Ciciek Ismayadewi
Jurnal Ilmiah Dan Karya Mahasiswa Vol. 2 No. 5 (2024): Oktober : JURNAL ILMIAH DAN KARYA MAHASISWA (JIKMA)
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jikma.v2i5.2417

Abstract

Sports Sport is an activity in human life, both in affective, cognitive and motoric aspects. The ball relay game is a chain ball game that is carried out in groups that trains motor skills and cohesiveness in working together. The purpose of this study was to find out whether the ball relay game could increase the learning motivation of class VII A students at SMPN 11 Surabaya in the subject of passing ata and under volleyball. The type of research used is Classroom Action Research (PTK) or you could say Classroom Action Research. In this study using the Quantitative Descriptive method with systematic data collection techniques using the media in the form of a questionnaire that will be aimed at samples that will be the subject of the study. The results of increasing learning motivation can be seen from the data that has been averaged from questionnaires that have been given to students in various questions that support the influence on learning motivation which in cycle 1 shows an average result of 60.11% and cycle 2 shows an increase motivation to learn up to 82%. From the results of the research it can be concluded that the ball relay game has an effect on increasing the learning motivation of class VII A students of SMPN 11 Surabaya in learning the material of volleyball upper and lower passing which can be seen from the increase from pre-cycle to cycle 2 which always shows improvement.
Penerapan Permainan Kecil Bola Beracun pada Pembelajaran PJOK untuk Meningkatkan Motivasi Belajar Siswa Kelas 9 di SMPN 13 Surabaya Abidin, M. Zainul; Wijaya, Andhega
Jurnal Ilmiah Dan Karya Mahasiswa Vol. 2 No. 5 (2024): Oktober : JURNAL ILMIAH DAN KARYA MAHASISWA (JIKMA)
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jikma.v2i5.2442

Abstract

The purpose of this class action research is to increase the motivation of grade 9 students at SMPN 13 Surabaya to learn by adding a small toxic ball game to the Physical Education, Sports, and Health (PJOK) lessons. This research utilizes a two-cycle PTK design consisting of planning, implementation, observation, and reflection. 32 grade 9 students were the subjects of the study. To collect data, observations, interviews, and questionnaires about learning motivation are used. The results showed that students' learning motivation increased significantly; By the end of the second cycle, the average score of students increased by 28%. Toxic ball games have been shown to be successful in increasing students' active participation and creating a fun learning environment. According to this study, incorporating small games into PJOK learning can be an effective approach to increase students' desire to learn in high school.
Penerapan Berbagai Permainan Estafet untuk Meningkatkan Kebugaran Jasmani Siswa Kelas X-2 SMAN 1 Gedangan Sidoarjo Muhamad Cholid Izza Rasydi; Sasminta Christina Yuli Hartati; Supriyanto Supriyanto
Jurnal Ilmiah Dan Karya Mahasiswa Vol. 2 No. 5 (2024): Oktober : JURNAL ILMIAH DAN KARYA MAHASISWA (JIKMA)
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jikma.v2i5.2445

Abstract

This research is based on the behavior of the students in class X-2 at SMAN 1 Gedangan Sidoarjo, who have a sedentary lifestyle habit, which affects their physical activity and fitness. The aim of this research is to determine how much the relay game can improve the physical fitness of students in class X-2 at SMAN 1 Gedangan Sidoarjo. The research method used is Classroom Action Research (CAR) conducted over two cycles with a sample of 36 students from class X-2. Data collection was carried out using pre-tests and post-tests, and the data were analyzed and processed using descriptive percentage methods with IBM SPSS Statistics 26. The results show that there was an improvement in physical fitness components from cycle I to cycle II, with speed increasing by 8%, reaction speed by 11%, and agility by 2.5%. Based on the research conducted, it can be concluded that there was a significant improvement in physical fitness through the application of relay games for the students in class X-2 at SMAN 1 Gedangan Sidoarjo.
Dampak Permainan Estafet Bola pada Pembelajaran PJOK untuk Meningkatkan Motivasi Belajar Siswa Kelas 7 di SMPN 13 Surabaya M. Zulfikar Alfanthoriq; Andhega Wijaya; Agus Suparno
Jurnal Ilmiah Dan Karya Mahasiswa Vol. 2 No. 5 (2024): Oktober : JURNAL ILMIAH DAN KARYA MAHASISWA (JIKMA)
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jikma.v2i5.2455

Abstract

The purpose of this class action research is to increase the motivation of grade 9 students at SMPN 13 Surabaya to learn by adding a small toxic ball game to the Physical Education, Sports, and Health (PJOK) lessons. This research utilizes a two-cycle PTK design consisting of planning, implementation, observation, and reflection. 32 grade 7 students were the subjects of the study. To collect data, observations, interviews, and questionnaires about learning motivation are used. The results showed that students' learning motivation increased significantly; By the end of the second cycle, the average score of students increased by 28%. ball relay games have been shown to be successful in increasing students' active participation and creating a fun learning environment. According to this study, ball relay games into PJOK learning can be an effective approach to increase students' desire to learn in high school.
Penerapan Video Sebagai Media Pembelajaran pada Pembelajaran Pjok Kelas IX-A SMP Negeri 13 Surabaya Untuk Meningkatkan Minat Belajar Kevin Geralda Adhianto; Andhega Wijaya; Agus Suparno
Jurnal Ilmiah Dan Karya Mahasiswa Vol. 2 No. 5 (2024): Oktober : JURNAL ILMIAH DAN KARYA MAHASISWA (JIKMA)
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jikma.v2i5.2456

Abstract

This research aims to explain the use of learning video media in increasing the learning interest of class IX-A students at SMP Negeri 13 Surabaya in the subjects of Physical Education, Sports and Health. The type of research carried out was classroom action research (PTK), with a qualitative approach. The subjects of this research consisted of 31 students. The instruments used include observation sheets and questionnaires to measure students' interest in learning. Student activity data was obtained through these two instruments. The results of measuring students' learning interest in cycle I showed unsatisfactory results. However, in cycle II, there was a significant increase in interest in learning and it was categorized as successful. Thus, it can be concluded that the application of learning video media is effective in increasing the learning interest of class IX-A students at SMP Negeri 13 Surabaya in learning PJOK.
Upaya Meningkatkan Hasil Belajar Keterampilan Gerak Passing Chest Pass Melalui Permainan Lempar Tangkap Achmad Diky Muchafi; Muhammad Bambang Herinanta; Mochamad Ridwan
Jurnal Ilmiah Dan Karya Mahasiswa Vol. 2 No. 5 (2024): Oktober : JURNAL ILMIAH DAN KARYA MAHASISWA (JIKMA)
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jikma.v2i5.2459

Abstract

This Classroom Action Research aims to describe the problems related to Physical Education learning, particularly the chest pass material. The effort to address this problem is through modified games using throwing and catching activities. The results of this study show an increase in learning outcomes for chest pass motor skills through throwing and catching games. After the treatment through throwing and catching games, the initial data showed that 86.21% or 25 students had not yet mastered the skill. However, after the first cycle of modification through throwing and catching games, there was an increase of 51.72% or 15 students who mastered the skill. In the second cycle, there was a further increase of 65.52% or 19 students who mastered the skill. Based on the research data, there was an improvement after the implementation of the improvement effort through throwing and catching games in grade XI-TKP (Technical Construction and Property) students at SMKN 3 Surabaya.
Peningkatan Kemampuan Gerak Passing dalam Permainan Sepak Bola Melalui Pendekatan Teams Games Turnament Ahmad Ainur Rofiq; Muhammad Bambang Herinanta; Mochamad Ridwan
Jurnal Ilmiah Dan Karya Mahasiswa Vol. 2 No. 5 (2024): Oktober : JURNAL ILMIAH DAN KARYA MAHASISWA (JIKMA)
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jikma.v2i5.2461

Abstract

This study seeks to enhance passing abilities in football among students of class X TAV 2 at SMK Negeri 3 Surabaya by applying the cooperative learning model known as Teams Games Tournament (TGT). This research follows a Classroom Action Research (CAR) model conducted in two cycles, with the participants being 24 male and 12 female students from class X Tav 2. Each cycle involves four stages: planning, implementation, observation, and reflection. Data collection methods include observations, tests, and documentation, which are then analyzed. The findings indicate an improvement in learning outcomes, with completion rates rising from 23% in the pre-cycle to 52% in the first cycle, and reaching 80% in the second cycle.
Meningkatkan Motivasi Belajar Siswa dengan Olahraga Tradisional Permainan Dagongan Efendi, Candra Kurnia; Dinata, Vega Candra; Maslikah, Siti
Jurnal Ilmiah Dan Karya Mahasiswa Vol. 2 No. 5 (2024): Oktober : JURNAL ILMIAH DAN KARYA MAHASISWA (JIKMA)
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jikma.v2i5.2469

Abstract

Penelitian tindakan kelas ini bertujuan untuk meningkatkan motivasi belajar siswa kelas 5 SD melalui penerapan olahraga tradisional permainan dagongan. Studi ini dilakukan di SDN Petemon Surabaya dengan total 30 siswa, terdiri dari 12 laki-laki dan 18 perempuan. Penelitian ini menggunakan metode penelitian tindakan kelas dengan dua siklus, masing-masing terdiri dari perencanaan, pelaksanaan, observasi, dan refleksi. Data dikumpulkan melalui observasi, wawancara, dan kuesioner motivasi belajar. Hasil penelitian menunjukkan peningkatan signifikan dalam motivasi belajar siswa setelah penerapan permainan dagongan, dengan peningkatan rata-rata skor motivasi sebesar 25% pada akhir siklus kedua. Penelitian ini menyimpulkan bahwa integrasi olahraga tradisional dalam pembelajaran dapat menjadi strategi efektif untuk meningkatkan motivasi belajar siswa sekolah dasar.
Penerapan Metode Bermain dan Media Pendukung untuk Meningkatkan Kemampuan Gerak Dasar Lompat dan Loncat pada Siswa Kelas III SD Negeri Airlangga 1/198 Surabaya Muhammad Naufal Marwan; Dony Andrijanto; Luthfi Aidin
Jurnal Ilmiah Dan Karya Mahasiswa Vol. 2 No. 5 (2024): Oktober : JURNAL ILMIAH DAN KARYA MAHASISWA (JIKMA)
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jikma.v2i5.2489

Abstract

This study aims to improve the basic motor skills of jumping and hopping among third-grade students at SD Negeri Airlangga 1/198 Surabaya through the implementation of play-based methods and supporting media. The research method used is Classroom Action Research (CAR), conducted in two cycles. Each cycle consists of the stages of planning, implementation, observation, and reflection. The subjects of this research are 30 third-grade students with varying abilities in basic locomotor skills, particularly in jumping and hopping. The results of the study indicate that the application of play-based methods and supporting media significantly improves students' basic motor skills in jumping and hopping. In the first cycle, there was a 20% improvement from the students' initial abilities, while in the second cycle, the improvement reached 35%. Moreover, the students were more enthusiastic and actively engaged in the learning activities. This demonstrates that an interactive play-based approach and the use of supporting media can enhance students' basic motor skills and create a more enjoyable and effective learning environment. Thus, this study recommends the implementation of play-based methods and supporting media as an effective teaching strategy to enhance basic motor skills in elementary school students, particularly in jumping and hopping lessons.
Peningkatan Keterampilan Menangkap Bola Melalui Pendekatan Permainan Bola Tangkap pada Siswa-Siswi Kelas V SD Pakis 8 Surabaya Iswiharjo, Elung Esa; Dinata, Vega Candra
Jurnal Ilmiah Dan Karya Mahasiswa Vol. 2 No. 5 (2024): Oktober : JURNAL ILMIAH DAN KARYA MAHASISWA (JIKMA)
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jikma.v2i5.2492

Abstract

The purpose of this class action research is to improve the ball catching skills of grade V students of SDN 8 Surabaya. The catch-ball method was used in this study. This class action research was carried out in two cycles, with 20 students and female students, 10 male students and 10 female students each. To collect data, observations, skill tests, and documentation are used. The results showed that students' ball-catching skills improved from pre-cycle to second cycle. The average score of students' ball-catching skills is 65.5 with classical completeness of 40%; In the second cycle, the value of the ball-catching skill increased to 82.3 with a classical completeness of 90%. In conclusion, the catchball game method is effective in improving students' ball-catching skills.