cover
Contact Name
Muhammad Asy'ari
Contact Email
m.asyari@litpam.com
Phone
081238525690
Journal Mail Official
m.asyari@litpam.com
Editorial Address
Perumahan Lingkar Permai Blok Q4 LK Sembalun, Tanjung Karang Sekarbela, Mataram, NTB
Location
Kota mataram,
Nusa tenggara barat
INDONESIA
Sportify Journal
ISSN : -     EISSN : 28074076     DOI : https://doi.org/10.36312/sjf
Core Subject : Education, Social,
Sportify Journal is a national scientific journal that is open to seeking innovation, creativity, and novelty. The journal aims to facilitate scientific publication of research results in Indonesia and boost the quality and quantity of research for academics and researchers. Terms of publishing the manuscript were never published or not filed in other journals, and manuscripts originated locally and internationally. Sportify Journal is a peer-reviewed journal managed and published by LITPAM. Sportify Journal is Published two times a year, in June and December by publishing research results and critical analysis studies in the fields of Physical Education, Sports Coaching, Physical Activity, Sports Tourism, Sports Medicine, Sport Psychology, Sports History, Sports Biomechanics, Sports Pedagogy, Sports Physiology, Sports Facilities, Sociology of Sport, Sports Law, Sports Management, Philosophy of Sport, Motor Learning and Control, and Traditional Sports.
Articles 12 Documents
Pengembangan Modul Pembelajaran Permainan Tradisional Engklek dan Bentengan Berbasis QR-Code untuk Siswa Kelas 3 Sekolah Dasar Qomariyah, Nurul; Nohantiya, Peni; Dyaksa, Rizky Sota; Pratama, Indra Gunawan
Sportify Journal Vol. 4 No. 2 (2024): December
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/sj.v4i2.2731

Abstract

Penelitian ini bertujuan untuk mengembangkan modul pembelajaran berbasis QR-Code yang mengintegrasikan permainan tradisional engklek dan bentengan bagi siswa kelas 3 sekolah dasar pada mata pelajaran pendidikan jasmani olahraga dan kesehatan. Modul ini diharapkan dapat meningkatkan motivasi, keterlibatan, dan efektivitas pembelajaran siswa. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model Borg and Gall yang disederhanakan menjadi tujuh langkah. Data diperoleh melalui validasi ahli materi dan media, serta uji coba produk pada kelompok kecil dan besar. Hasil validasi ahli menunjukkan persentase sebesar 97,22% untuk ahli materi dan 95,83% untuk ahli media, yang menunjukkan bahwa produk ini sangat valid. Uji coba kelompok kecil memperoleh hasil 98,92%, sementara uji coba kelompok besar menunjukkan hasil 95,23%, yang menunjukkan bahwa modul ini menarik dan layak digunakan dalam pembelajaran. Produk ini memiliki potensi untuk diterapkan secara luas di sekolah dasar, dengan harapan dapat memperkaya pengalaman belajar siswa dan meningkatkan keterampilan fisik mereka melalui pendekatan yang lebih menarik dan interaktif. Development of a QR-Code-Based Traditional Game Learning Module for Third-Grade Elementary School Students Abstract This study aims to develop a QR-Code-based learning module integrating traditional games Engklek and Bentengan for third grade elementary school students in physical education. The module is expected to enhance student motivation, engagement, and learning effectiveness. The research method used is Research and Development (R&D) with the Borg and Gall model, simplified into seven steps. Data was collected through expert validation of material and media, as well as small and large group trials. The material expert validation yielded 97.22% and the media expert validation yielded 95.83%, indicating that the product is highly valid. The small group trial achieved 98.92%, while the large group trial resulted in 95.23%, indicating that the module is engaging and suitable for use in education. This product has the potential to be widely implemented in elementary schools, with the expectation of enriching students' learning experiences and improving their physical skills through a more engaging and interactive approach.
Pengaruh Latihan Kombinasi Dumbbell High Swing dan Multiball terhadap Ketepatan Pukulan Forehand-Smash Atlet Tenis Meja Wahyudi, Wahyudi; Kesumah, Dadang Warta Chanra Wira; Nurdin, Nurdin
Sportify Journal Vol. 4 No. 2 (2024): December
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/sj.v4i2.2732

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh latihan kombinasi dumbbell high swing dan multiball terhadap ketepatan pukulan forehand smash pada atlet tenis meja Club PTM Taruna Bajang Mataram. Metode yang digunakan adalah desain penelitian kuantitatif pre-eksperimen dengan one-group pretest-posttest design. Sebanyak 12 atlet tenis meja menjadi subjek dalam penelitian ini. Pengumpulan data dilakukan melalui tes ketepatan pukulan forehand smash pada pretest dan posttest. Hasil analisis deskriptif menunjukkan bahwa nilai rata-rata ketepatan pukulan forehand smash meningkat dari 18,50 pada pretest menjadi 20,75 pada posttest. Uji Paired Sample T-Test menunjukkan nilai Sig. (2-tailed) sebesar 0,000 (p < 0,05), yang mengindikasikan adanya pengaruh yang signifikan dari latihan kombinasi dumbbell high swing dan multiball terhadap ketepatan pukulan forehand smash. Penelitian ini menyimpulkan bahwa latihan kombinasi tersebut efektif dalam meningkatkan ketepatan pukulan forehand smash pada atlet tenis meja. Penelitian selanjutnya disarankan untuk melibatkan sampel yang lebih besar dan lebih beragam, serta mengkaji efek jangka panjang dari latihan ini. The Effect of Dumbbell High Swing and Multiball Combination Training on the Accuracy of Forehand Smash of Table Tennis Athletes Abstract This study aims to examine the effect of the combination training of dumbbell high swing and multiball on the accuracy of the forehand smash in table tennis athletes at PTM Taruna Bajang Club Mataram in 2023. The research method employed was a quantitative pre-experimental design with a one-group pretest-posttest design. A total of 12 table tennis athletes participated in the study. Data were collected through accuracy tests for the forehand smash in both pretest and posttest. Descriptive analysis revealed an increase in the mean accuracy score from 18.50 in the pretest to 20.75 in the posttest. A Paired Sample T-Test yielded a Sig. (2-tailed) value of 0.000 (p < 0.05), indicating a significant effect of the combined training of dumbbell high swing and multiball on the accuracy of the forehand smash. This study concludes that the combination of these training methods is effective in improving forehand smash accuracy in table tennis athletes. Further research is recommended to involve a larger and more diverse sample and explore the long-term effects of this training.

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