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Contact Name
Jufrianis
Contact Email
admin@jio.inspiree.review
Phone
6282169552652
Journal Mail Official
admin@jio.inspiree.review
Editorial Address
Jl. Tuanku Tambusai No. 23 Bangkinang Kota, Kab. Kampar, Provinsi Riau, Indonesia
Location
Kab. kampar,
Riau
INDONESIA
JIO: Jurnal Inovasi Olahraga
ISSN : "_"     EISSN : 29873630     DOI : https://doi.org/10.53905/jiojurnal
Core Subject : Health, Education,
JIO: Jurnal Inovasi Olahraga adalah jurnal yang bertitik fokus dalam publikasi penelitian tentang Olahraga dan berbagai bidang terkait Ilmu Olahraga antara lain Sport Science, Sport Education, Pendidikan Jasmani, Sejarah Olahraga, Sosial Olahraga, Budaya Olahraga, Hukum Olahraga, Politik Olahraga, Olahraga Rekreasi, Psikologi Olahraga serta masalah etika dalam aktivitas fisik, olahraga dan kesehatan. Jurnal ini juga berkonsentrasi baik dalam bentuk isi dan konteks pendidikan jasmani, olahraga dan pendidikan kesehatan yang ditemukan di sekolah, perguruan tinggi dan situs lain dari pendidikan formal, serta pedagogi bermain, senam, olahraga dan rekreasi ditemukan dalam konteks keluarga. , klub olahraga, industri rekreasi, studio kebugaran dan kesehatan swasta, sekolah tari serta pusat rehabilitasi.
Articles 133 Documents
Analisis Tingkat Kepercayaan Diri Siswa dalam Pembelajaran Renang di SMA Negeri 1 Makassar Ricardo V. Latuheru
Jurnal Inovasi Olahraga Vol. 5 No. 01 (2026): February Issue, 2026
Publisher : Pusat Pengembangan Olahraga Universitas Pahlawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53905/jiojurnal.v5i01.39

Abstract

Purpose of the study: This study aims to analyze the level of student self-confidence in swimming learning at SMA Negeri 1 Makassar. Self-confidence is one of the crucial psychological aspects in aquatic learning, as many students experience anxiety and fear of water which ultimately affects their participation and learning outcomes. Materials and methods: This research uses a quantitative descriptive method with a survey approach. The research instrument used was a self-confidence questionnaire adapted from the Self-Confidence Scale developed by Schwarzer and Jerusalem (1995), which had been validated by experts with a validity value of 0.78 and reliability of 0.89. The research sample consisted of 80 students (38 male and 42 female) who were selected using a proportional random sampling technique. Data were analyzed using descriptive statistics and the t-test to see differences based on gender. Results: The results showed that the level of student self-confidence in swimming learning was in the moderate category with an average score of 68.45 (SD = 12.34). Male students had a slightly higher average score (71.23; SD = 11.87) compared to female students (65.93; SD = 12.41), and the t-test results showed a significant difference (t = 2.112; p = 0.038 < 0.05). Conclusions: The novelty of this research lies in the focus of analysis on the psychological dimension of students in the context of swimming learning at the high school level in Eastern Indonesia, an area that has received limited attention in previous studies. The findings of this study are expected to be a basis for physical education teachers in designing swimming learning strategies that pay attention to students' self-confidence factors.
Pengembangan Media Pembelajaran Interaktif Berbasis Android untuk Meningkatkan Keterampilan Lompat Jauh Gaya Jongkok Siswa SMA Negeri 3 Makassar Suriah Hanafi
Jurnal Inovasi Olahraga Vol. 5 No. 01 (2026): February Issue, 2026
Publisher : Pusat Pengembangan Olahraga Universitas Pahlawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53905/jiojurnal.v5i01.37

Abstract

Purpose of the study: This research aims to develop and test the effectiveness of interactive Android-based learning media for long jump material using the squat style at SMA Negeri 3 Makassar. Materials and methods: The research method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects consisted of 36 students of class X MIPA selected through purposive sampling technique. Data collection techniques included expert validation sheets (media and material experts), student practicality questionnaires, and long jump skill tests. Data were analyzed using descriptive statistics and N-gain test. Results: The results showed that: (1) the validation of media experts obtained a score of 4.42 with a "very valid" category, and material experts obtained a score of 4.58 with a "very valid" category; (2) the practicality test obtained a score of 4.35 with a "very practical" category; and (3) the effectiveness test showed an N-gain value of 0.72 with a "high" category, indicating a significant improvement in students' long jump skills. Conclusions: These findings confirm that the developed interactive learning media is valid, practical, and effective in improving students' long jump squat style skills. The implication of this research provides an alternative digital-based learning innovation for physical education teachers in delivering long jump material.
Efektivitas Model Pembelajaran Atletik Berbasis Permainan Terhadap Motivasi Belajar Lari Sprint Siswa SMP Negeri 1 Makassar Suriah Hanafi
Jurnal Inovasi Olahraga Vol. 5 No. 01 (2026): February Issue, 2026
Publisher : Pusat Pengembangan Olahraga Universitas Pahlawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53905/jiojurnal.v5i01.40

Abstract

Purpose of the study: This study aimed to determine the effectiveness of the game-based athletic learning model on students' motivation to learn sprint running. Materials and methods: The research method used was a quantitative experiment with a One Group Pretest-Posttest Design. The subjects of this study were 32 students of SMP Negeri 1 Makassar, selected using a purposive sampling technique. The research instrument used was a learning motivation questionnaire that had been tested for validity and reliability (r = 0.87). Data were analyzed using normality test, homogeneity test, and paired sample t-test. Results: The results showed that there was a significant difference between the pretest and posttest values (t = -8.642; p = 0.000 < 0.05), indicating that the game-based athletic learning model was effective in improving students' learning motivation in sprint running. The average posttest score (76.45) was higher than the pretest (62.18) with an increase of 14.27 points (22.95%). Conclusions: These findings indicate that the integration of game elements in athletic learning can be an alternative approach in physical education learning to increase student motivation, especially in sprint running material.