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Analysis of the physical condition profile of athletes in Tangerang City's Measurable Sports Branch as Part of the Porprov Banten 2022 Preparation: Descriptive study 万丹2022备战项目中坦格朗市可测量体育项目运动员身体状况分析:描述性研究
Pub Date : 2022-12-31 DOI: 10.33369/jk.v6i4.25705
Iwan Hermawan, Fahmy Fachrezzy, Uzizatun Maslikah, Puspo Nagati Paramita Namira Khanza, Gatot Jariono
The study was conducted from August to October 2022. The data collection was taken at the Tangerang City Fort Stadium. The research sample is Tangerang City Athletes who will be prepared in Porprov Banten 2022. The instruments of this study are (1) an Anthropometric Test consisting of height (cm) and Weight (kg), (2) a Biomotor Ability Test or Physical ability consisting of a Flexibility Test with cm units, an Explosive power test of limb muscles using Vertical Jump with centimeters (cm) assessment unit,  Abdominal muscle strength test with Push-ups with the unit of assessment of the number of performed in 1 minute.   Data analysis techniques in this study use Descriptive Analysis.  The method used in this study is Descriptive Quantitative and is an approach to finding the answer to the problem through the formulation of the problem that has been formulated, namely the Profile of the Physical Condition of Tangerang City Athletes in the Context of Preparing for Porprov Banten 2022 which is seen from the physical profile that is tested and measured is Anthropometry, and Biomotor components.
该研究于2022年8月至10月进行。数据收集在坦格朗市堡体育场进行。研究样本是将在2022年万丹波尔普罗夫准备的坦格朗市运动员。本研究的工具是:(1)人体测量测试,包括身高(cm)和体重(kg);(2)生物运动能力测试或身体能力测试,包括柔韧性测试,以厘米为单位;四肢肌肉爆发力测试,使用垂直跳跃,以厘米为单位;腹肌力量测试,使用俯卧撑,以1分钟内完成的次数为单位。本研究的数据分析技术采用描述性分析。本研究使用的方法是描述性定量的,是一种通过制定已经制定的问题来找到问题的答案的方法,即从被测试和测量的身体剖面中看到的坦格朗市运动员在准备2022年世界杯的背景下的身体状况概况,人体测量和生物运动成分。
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引用次数: 0
Effectiveness of App-Based Basketball Scorers for Basketball Games 基于app的篮球记分员在篮球比赛中的有效性
Pub Date : 2022-12-31 DOI: 10.33369/jk.v6i4.24355
A. Riza, Filli Azandi, Zulpikar Ilham, Ramlan Sahputera Sagala, Fajar Sidik Siregar
This study aims to find out how effective the success of application-based basketball scorers is in recapturing all events, both personal foul violations, foul teams, score / points etc., according to the FIBA scorer fortofolio in the FIBA match rulebook. The research method used is an experimental method by looking at the differences in the results of the actual scorer records with the results of application-based scorer records. The sample in this study is a student of the Faculty of Sports, Medan State University who took a course in basketball game management. From the results of the research data obtained for personal foul data obtained the value of r Q1 (Quarter round)= 0.9656, Q2= 0.7281, Q3= 0.8668 and Q4= 0.8150, for the foul team data obtained the value of r Q1= 0.9656, Q2= 0.7281, Q3= 0.8668 and Q4= 0.8150, for the data of point 1 score obtained r value Q1= 0.9161, Q2= 0.8989, Q3= 0.9444 and Q4= 0.9048. For the time out data carried out by each team, the values of r Q1 = 1, Q2 = 1, Q3 = 1 and Q4 = 1 from the results of the reliability test, it can be concluded that the scorer application for basketball games can be used to replace the manual scorer that has been used and the level of efficiency is also very high judging from the reliability test category which ranges from strong to very strong.
本研究旨在找出基于应用程序的篮球记分员在重新捕获所有事件(包括个人犯规,犯规球队,得分/积分等)方面的成功效果,根据国际篮联比赛规则手册中的国际篮联记分员组合。使用的研究方法是通过观察实际得分记录结果与基于应用程序的得分记录结果的差异,采用实验方法。本研究的样本为棉兰州立大学体育学院的一名参加篮球比赛管理课程的学生。从所得的研究数据结果中,对于个人犯规数据得到r Q1 (Quarter round)= 0.9656, Q2= 0.7281, Q3= 0.8668, Q4= 0.8150,对于犯规队数据得到r Q1= 0.9656, Q2= 0.7281, Q3= 0.8668, Q4= 0.8150,对于1分得分数据得到r值Q1= 0.9161, Q2= 0.8989, Q3= 0.9444, Q4= 0.9048。对于各队进行的暂停数据,从信度测试的结果来看,r Q1 = 1, Q2 = 1, Q3 = 1, Q4 = 1的值,可以得出篮球比赛计分器应用程序可以代替已经使用过的人工计分器,从信度测试的类别来看,效率水平也很高,从强到很强。
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引用次数: 0
Improving the Results of Learning Basic Motion Dribble Football Through the use of Audiovisuals for Class VIII Learners at SMPN 6 Banjarmasin 提高学习基本动作运球的效果,通过使用视听的八年级学生在SMPN 6班
Pub Date : 2022-12-31 DOI: 10.33369/jk.v6i4.25251
Muhammad Habibie, Endang Pratiwi, Oddie Barnanda Rizky
Research is conducted collaboratively between researchers and learners. Researchers act as teachers while the learning process is ongoing. This research is carried out through a class action research design which consists of two cycles. Each success rate cycle is adjusted to the competencies expected to be mastered by learners. The media used in this study is audio-visual media. This research was conducted in the even semester of the 2021/2022 school year, increased learning of football dribbles is in March - July. The subject of this study is a class VIII student of SMPN 6 Banjarmasin consisting of 20 learners. The results of research in the form of Pre Test, Cycle I, and Cycle II in the Divergent-style learning process, it turned out that there has been a significant increase in participants' learning outcomes. This can be seen from the increasing value of the Percentage of Learning Completion as well as the average value of student learning outcomes.The results of the cycle II test turned out that the completion value obtained by participants in class VIII of State Junior High School 6 Banjarmasin had reached 9.55%. The use of audio-visual media can improve the learning outcomes of participants in class VIII SMPN 6 Banjarmasin, especially during the pandemic which limits meetings between teachers and students. 
研究是由研究者和学习者合作进行的。研究人员在学习过程中充当教师的角色。本研究通过集体诉讼研究设计进行,该研究设计分为两个周期。每个成功率周期都是根据学习者期望掌握的能力来调整的。本研究使用的媒体为视听媒体。这项研究是在2021/2022学年的偶数学期进行的,足球运球的学习增加是在3月至7月。本研究的对象是SMPN 6 Banjarmasin的八年级学生,由20名学习者组成。发散式学习过程的Pre - Test、Cycle I和Cycle II形式的研究结果表明,参与者的学习成果有了显著的提高。这可以从“学习完成率”的上升和学生学习成果的平均值中看出。cycle II的测试结果显示,Banjarmasin国中六班八班的参与者获得的完成值达到了9.55%。使用视听媒体可以改善班加马辛中学八班学生的学习成果,特别是在疫情期间,这限制了师生之间的会议。
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引用次数: 0
Development of Models of Learning Basic Motoric Skills in Sports for Deaf Children 聋儿运动基本技能学习模式的发展
Pub Date : 2022-12-31 DOI: 10.33369/jk.v6i4.24932
Anggri Dwi Nata, Hilda Oktri Yeni, Wiwik Yunitaningrum, Edi Kurniawan, Karunia Yulinda Khairiyah, Fitria Meilina, Hermawan
The problem in this study is that there is no varied learning model in sports learning, especially to improve the motor skills of deaf students. This study aims to create a basic movement learning model for sports motor skills in deaf students. This study uses the ADDIE method, in ADDIE research 5 stages namely analysis, design, model development, implementation, and evaluation. The analysis technique used is descriptive analysis. The results of the study are: a) The development of a basic motion learning model for sports motor skills in deaf students is feasible and can be used. b) The product of basic motion learning models for sports motor skills for deaf students has been tested and proven to improve the motor skills of deaf children. The development of basic movement learning models for sports skills for deaf students has a 100% ease of implementation, 86.3% clarity of implementation, 100% interest, 81.8% safety in implementation and 86.3% of equipment used.
本研究的问题在于,在体育学习中,特别是在提高聋人学生的运动技能方面,缺乏多样化的学习模式。本研究旨在建立聋哑学生运动技能的基本动作学习模式。本研究采用ADDIE方法,在ADDIE研究中分为分析、设计、模型开发、实施和评价5个阶段。所使用的分析技术是描述性分析。研究结果表明:a)聋哑学生运动技能基本动作学习模型的开发是可行的,可以应用。b)聋哑学生运动技能基本动作学习模型的产品经过测试,证明可以提高聋哑儿童的运动技能。聋人学生运动技能基本动作学习模型开发的易实施性为100%,实施清晰度为86.3%,趣味性为100%,实施安全性为81.8%,使用设备率为86.3%。
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引用次数: 0
Anxiety Level Survey Before and After the Bina Darma University Athletes' Competition at Pomprov in Palembang 比那达尔马大学运动员在庞姆邦的比赛前后的焦虑水平调查
Pub Date : 2022-12-31 DOI: 10.33369/jk.v6i4.21001
Ria Oktafia, Bayu Hardiyono, Selvi Atesya Kesumawati
Anxiety is a signal that alerts, warns of an imminent danger and allows a person to take action to overcome the threat. This study aims to determine the level of anxiety of Bina Darma University athletes before and after the POMPROV match in Palembang. The research sample consisted of 89 students (male and female) aged 18-20 years. This research instrument uses a questionnaire on the anxiety level of HARS (Hamilton Anxiety Rating Scale) which is used before and after the match. The data analysis technique uses the percentage formula. The results of the analysis show that the level of anxiety (anxiety) of POMPROV UBD athletes before competing is as follows; no anxiety 14.61%, mild anxiety 22.47%, moderate anxiety 40.45%, severe anxiety 22.47%, and severe anxiety 0%. While the results of the analysis of the level of anxiety after the game are as follows; no anxiety 26.97%, category of mild anxiety 48.31%, moderate anxiety 22.47%, severe anxiety 2.25% and very severe anxiety 0%. based on the analysis of the data obtained, it can be concluded that the level of anxiety of UBD athletes at POMPROV 2022 Palembang has a mild anxiety category.
焦虑是一种信号,提醒人们即将发生的危险,并让人们采取行动来克服威胁。本研究旨在确定比那达玛大学运动员在巨港POMPROV比赛前后的焦虑水平。研究样本包括89名年龄在18-20岁之间的男女学生。本研究工具采用哈密顿焦虑量表(Hamilton anxiety Rating Scale, HARS)在比赛前后进行焦虑水平问卷调查。数据分析技术使用百分比公式。分析结果表明,POMPROV UBD运动员赛前焦虑(焦虑)水平如下;无焦虑14.61%,轻度焦虑22.47%,中度焦虑40.45%,重度焦虑22.47%,重度焦虑0%。而对游戏后焦虑程度的分析结果如下;无焦虑26.97%,轻度焦虑48.31%,中度焦虑22.47%,重度焦虑2.25%,极重度焦虑0%。根据获得的数据分析,可以得出结论,POMPROV 2022巨港UBD运动员的焦虑水平属于轻度焦虑类别。
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引用次数: 0
Sports and Meaning of Life: How is The Process to Achieve Meaning of Life Athletes With Physical Disabilities? 运动与生命的意义:残疾运动员如何实现生命的意义?
Pub Date : 2022-12-31 DOI: 10.33369/jk.v6i4.24044
Y. Nopiyanto, Rita Shintia, Dian Pujianto
The process of achieving the meaning of life is not easy for every individual because it is not only related to pleasant life experiences but also tragic or traumatic life experiences. Failure to find and fulfill the meaning of life usually leads to an appreciation of life without meaning, emptiness, feeling that you have no purpose in life, and feeling that your life is meaningless. One of the individuals who have difficulty in the process of finding the meaning of life is an athlete with a physical disability at the National Paralympic Committee (NPC) Bengkulu Province. Therefore, an in-depth study is needed regarding the process of achieving meaningfulness in the lives of athletes with physical disabilities at the Bengkulu Province NPC. This research was conducted with qualitative research methods. Respondents in this study consisted of 5 quadriplegic athletes, consisting of 5male athletes. Collecting research data using interviews. The results of the study stated that each respondent went through 5 stages to achieve the meaning of life, namely the stages of suffering, self-acceptance, the discovery of the meaning of life, realization of meaning, and meaningful life. In the first stage, each respondent experienced suffering because they were looked down upon or bullied by the people around them. In the second stage, each respondent begins to accept himself with resignation, patience, and sincerity in living life. In the third stage, each respondent successfully went through the process of finding meaning with the support of parents and family. In the fourth stage, each respondent is committed to the life goals that have been set. In the fifth stage, each respondent lives a meaningful life by pursuing a profession as an athlete. So it can be concluded that the process of achieving the meaning of life for athletes with disabilities is through sports.
实现生命意义的过程对每个人来说都不容易,因为它不仅与愉快的生活经历有关,而且与悲惨或创伤的生活经历有关。未能找到并实现生命的意义通常会导致对没有意义的生活的欣赏,空虚,感觉你的生活没有目标,感觉你的生活毫无意义。在寻找生命意义的过程中遇到困难的人之一,是国家残奥委员会(NPC)明库鲁省的一名身体残疾的运动员。因此,需要深入研究在Bengkulu省NPC上实现身体残疾运动员生活中有意义的过程。本研究采用定性研究方法。本研究的调查对象为5名四肢瘫痪运动员,其中男运动员5名。通过访谈收集研究数据。研究结果表明,每个被调查者都经历了5个阶段来实现生命的意义,即受苦、自我接纳、发现生命的意义、实现生命的意义和有意义的生活。在第一阶段,每个受访者都经历了痛苦,因为他们被周围的人看不起或欺负。在第二阶段,每个受访者开始接受自己的辞职,耐心和真诚的生活。在第三阶段,每个被调查者在父母和家人的支持下成功地完成了寻找意义的过程。在第四阶段,每个被调查者都致力于已经设定的人生目标。在第五阶段,每个受访者都过着有意义的生活,追求职业作为一名运动员。因此可以得出结论,残疾运动员实现生命意义的过程是通过运动实现的。
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引用次数: 0
Book Development of Volley Ball Passing Variations in the Special Preparation Period for Volley Ball Teachers and Coaches in Palembang 《巨港排球教师和教练员在特殊准备阶段的排球传球变化的发展》一书
Pub Date : 2022-12-31 DOI: 10.33369/jk.v6i4.25665
Ilham Dwi Alamsyah, Bangkit Seandi Taroreh
This study aims to develop a volleyball passing variation book during the special preparation period for volleyball teachers and coaches. This research uses the ADDIE model development research method which consists of 1) Analysis, 2) Design, 3) Development, 4) Implementation, and 5) Evaluation. Data collection techniques using a questionnaire. Data analysis used quantitative descriptive analysis. Product validation was carried out by five experts consisting of one volleyball learning expert, one language expert, 2 volleyball coaches and 1 volleyball extracurricular teacher in high school. The research sample was taken through a purposive sample of 23 people. The results showed that the book of volleyball passing variations in the special preparation period for volleyball teachers and coaches in Palembang has gone through expert validation with the results of the book's grammatical suitability of 89.3% (category very worth using), the ease of using the book is 86.5% (category very worth using), the suitability of the material is 90.3% (category very worth using) and the result of book implementation is 86.5% (category very worth using).
本研究旨在为排球教师和教练员编写一套专门准备阶段的排球传球变型书。本研究采用ADDIE模型开发研究方法,包括1)分析,2)设计,3)开发,4)实施,5)评估。使用问卷调查的数据收集技术。数据分析采用定量描述性分析。产品验证由排球学习专家1名、语言专家1名、排球教练员2名、高中排球课外教师1名等5名专家进行。研究样本是通过一个有目的的23人样本进行的。结果表明,《大港排球教练员专项备考期排球传球变型书》经过专家验证,其语法适宜性为89.3%(类别非常值得使用),易用性为86.5%(类别非常值得使用),材料适宜性为90.3%(类别非常值得使用),实施性为86.5%(类别非常值得使用)。
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引用次数: 0
Tennis Sports Development at the Bengkulu Tennis School (STB) Bengkulu网球学校(STB)的网球运动发展
Pub Date : 2022-12-31 DOI: 10.33369/jk.v6i4.25563
Eka Purnama Sari, Eddy Marheni, Damrah Damrah, A. Komaini
This study aims to determine organizational management, athlete training, competition programs, training programs related to tennis sports coaching at the Bengkulu Tennis School (STB). This research is qualitative research with a triangulation approach. The subjects taken in this study were 3 athlete parents, 3 coaches, and 3 administrators at the Bengkulu Tennis School (STB). The research instruments used were observation, interviews, and documentation. Based on the results of data analysis and research results show that: (1) Bengkulu Tennis School organizational managementAdequate facilities and infrastructure are available to support sports activities, and have professional trainers. (2) Athlete training starts from an early age,There are two strategies carried out by STB to recruit athletes, the first is a general strategy through social media, as well as the STB Go To School program. (3) the STB competition program has been scheduled in the program, and aims to motivate children to be enthusiastic about training, (4) The planning of the training program carried out by the STB is based on age group classification and according to the ability and needs of each athlete.
本研究的目的是确定组织管理,运动员训练,比赛计划,训练计划有关网球运动教练在Bengkulu网球学校(STB)。本研究采用三角测量方法进行定性研究。本研究以3名运动员家长、3名教练和3名管理人员为研究对象。使用的研究工具为观察、访谈和文献。根据数据分析结果和研究结果表明:(1)Bengkulu网球学校组织管理具备充足的设施和基础设施来支持体育活动,并拥有专业的教练。(2)运动员培养从小开始,STB招募运动员有两种策略,第一种是通过社交媒体的一般策略,以及STB Go to School计划。(3)在计划中安排了STB比赛项目,旨在激发孩子们对训练的热情;(4)STB开展的训练计划是基于年龄组分类,根据每个运动员的能力和需求进行的。
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引用次数: 0
Development of Android Based Practical Learning Media with VR Commando 3D on Handball Learning Materials 基于手球教材的VR Commando 3D Android实践学习媒体的开发
Pub Date : 2022-12-31 DOI: 10.33369/jk.v6i4.25290
Bogy Restu Ilahi, Septian Raibowo, Yarmani, Fina Hiasa
This study aims to develop an Android-Based Practical Learning Media with VR Commando 3D in Handball Learning Materials to Improve Students' Critical Thinking. The Android-Based Practicum learning media with VR Commando 3D which was developed with the help of the VR Commando 3D application will be tested on odd semester students who take the Handball course, Physical Education Study Program, FKIP UNIB. This study will use the Research to the 4D (four-D) research and development model by collecting research data using a questionnaire based on the Likert scale. There are three questionnaires that will be distributed in this study, namely a material expert questionnaire, a media expert validation questionnaire, and a user response questionnaire. The purpose of distributing the questionnaire was to determine the feasibility of developing Android-Based Handball media with VR Commando 3D that the researchers made. As a result, the total score obtained from the combined validation of material experts, media, and users is 139.5 or an average score of 4.1 which means that the Android-Based Handball Learning Media with VR Commando 3D that the researcher developed is in the feasible category. used in learning activities.
本研究旨在开发基于android的手球教材中VR Commando 3D的实践学习媒体,以提高学生的批判性思维能力。在VR Commando 3D应用的帮助下开发的Android-Based Practicum with VR Commando 3D学习媒体将在参加手球课程,体育学习项目,FKIP UNIB的奇数学期学生中进行测试。本研究将采用基于李克特量表的调查问卷收集研究数据,采用研究到4D (four-D)研发模型。本研究将发放三份问卷,分别是材料专家问卷、媒体专家验证问卷和用户回应问卷。发放问卷的目的是为了确定利用研究人员制作的VR Commando 3D开发基于android的Handball媒体的可行性。因此,材料专家、媒体和用户联合验证的总分为139.5分,平均得分为4.1分,这意味着研究人员开发的基于android的VR Commando 3D手球学习媒体属于可行类别。用于学习活动。
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引用次数: 1
Development of Penjasor Management Learning Media Based on Smart Learning System Assisted MIT APP Thunkable in Merdeka Belajar Era – Kampus Merdeka 基于智能学习系统的Penjasor管理学习媒体的开发辅助MIT APP Thunkable in Merdeka Belajar时代- Kampus Merdeka
Pub Date : 2022-12-31 DOI: 10.33369/jk.v6i4.25292
Defliyanto, Andika Prabowo, Bogy Restu Ilahi, Syafrial, Ari Sutisyana, Arwin, Andes Permadi
This study aims to develop a Learning Media for Penjasor Management Based on a Smart Learning System Assisted by Mit App Thunkable to Improve Students' Critical Thinking. The Mit App Thunkable learning media based on Smart Learning, which was developed with the help of the Thunkable application, will be tested on odd semester students taking the Physical Education Study Program, FKIP UNIB. This study uses the Research and Development (R&D) method by collecting research data using a questionnaire based on the Likert scale. There are three questionnaires that will be distributed in this study, namely a material expert questionnaire, a media expert validation questionnaire, and a user response questionnaire. The purpose of distributing the questionnaire was to determine the feasibility of developing the Thunkable Mit App Assisted Penjasor Management media that the researchers made. As a result, the total score obtained from the combined validation of material experts, media, and users is 139.5 or an average score of 4.1 which means that the Mit App Thunkable-Assisted Penjasor Management Learning Media that the researcher developed is in the category suitable for use in Learning Activities.
本研究旨在开发一个基于Mit App thinkable辅助的智能学习系统的Penjasor Management学习媒体,以提高学生的批判性思维。基于Smart learning的Mit App Thunkable学习媒体是在Thunkable应用程序的帮助下开发的,将在参加体育学习项目FKIP UNIB的奇数学期学生中进行测试。本研究采用研究与发展(R&D)方法,采用基于李克特量表的调查问卷收集研究数据。本研究将发放三份问卷,分别是材料专家问卷、媒体专家验证问卷和用户回应问卷。发放问卷的目的是为了确定研究人员制作的Thunkable Mit App Assisted Penjasor Management媒体开发的可行性。因此,经过材料专家、媒体和用户的联合验证,得到的总分为139.5分,平均得分为4.1分,这意味着研究者开发的Mit App thunable - assisted Penjasor Management Learning media属于适合在学习活动中使用的类别。
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引用次数: 0
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Kinestetik : Jurnal Ilmiah Pendidikan Jasmani
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