Bravo's: Journal of Physical Education and Sport Science
Bravo's: Journal of Physical Education and Sport Science Bravo's was first published in 2013 and is regularly published four times yearly. Since 2021, the Ministry of Education, Cultural, Research, and Technology of the Republic of Indonesia has accredited the journal with the grade "SINTA 4" as an achievement for a peer-reviewed journal with excellent management and publication quality. This journal has been accredited by the National Journal Accreditation (ARJUNA), managed by the Ministry of Education, Culture, Research, and Technology of the Republic of Indonesia Number: 177/E/KPT/2024 with the Third Rank (SINTA 3) from 2023 (Volume 11 Issue 3, September 2023) to 2028 (Vol. 16 Issue 2, June 2028).
Physical Education Departement of University PGRI Jombang
Penerapan active learning untuk meningkatkan keterampilan passing atas pada pembelajaran bolavoli
Section: Research Articles Keywords: passing atas, active learning, Bola Voli, Model Permainan This study aims to analyze the application of active learning methods to passing skills on bolavolley. The study used an experimental design with a Non-Randomized Control Group Pretest-Posttest Design. The research sample consisted of 64 students from MTsN 2 Sidoarjo, divided into an experimental group (n=32) and a control group (n=32). The research instrument was an overhead passing test with 10 attempts, where each success according to the criteria of technique and accuracy of the target was given a score of 1 (score range 0–10). The analysis results showed that the average score of the experimental group increased from 4.66 to 7.22, while the control group increased from 4.75 to 5.09. The paired sample t-test showed a significant increase in the experimental group (p = 0.000) and the control group (p = 0.003). Thus, the active learning method had a significant effect on improving volleyball passing skills. The independent sample t-test on the posttest showed a p-value of 0.0001 (<0.05), which means that there was a significant difference between the two groups. Volleyball learning through active learning is expected to increase student creativity and minimize waiting time for practice. Thus, the active learning method can be recommended as an alternative effective learning model in improving basic volleyball skills, especially overhead passing in physical education learning
Copyright (c) 2026 Dyah Resti Fauzy, Afifan Yulfadinata, Mochammad Ridwan, Yuni Fitriyah Ningsih, Junaidi Budi Prihanto (Author) https://creativecommons.org/licenses/by-sa/4.0
Pengembangan media pembelajaran berbasis aplikasi flutterflow materi renang dan keselamatan di air
Section: Research Articles Keywords: Media Pembelajaran Renang, Keselamatan di air, Pengembangan aplikasi Penelitian ini dilatarbelakangi oleh kurangnua kemampuan berenang peserta didik dan terbatasnya fasilitas praktik renang di sekolah, sehingga pembelajaran renang sering hanya berlangsung secara teoretis dan belum mampu memberikan pengalaman belajar yang optimal. Tujuan penelitian ini adalah mengembangkan aplikasi pembelajaran berbasis FlutterFlow untuk materi renang dan keselamatan di air yang dapat digunakan sebagai media belajar alternatif di sekolah yang tidak memiliki sarana akuatik memadai. Penelitian ini menggunakan model pengembangan Borg & Gall dengan melibatkan ahli media, ahli pembelajaran, ahli renang, serta peserta didik dari SMAN 1 Tumpang, SMAN 1 Lawang, dan SMAN 1 Kota Malang. Data penelitian terdiri atas data kualitatif berupa masukan ahli terhadap desain dan konten aplikasi, serta data kuantitatif dari kuesioner uji coba kelompok kecil dan besar. Hasil validasi menunjukkan bahwa aplikasi memperoleh kelayakan sangat tinggi dengan nilai 97,5% dari ahli media, 95% dari ahli pembelajaran, 97,5% dari ahli renang, 90% pada uji kelompok kecil, dan 97% pada uji kelompok besar. Hasil tersebut menegaskan bahwa aplikasi ini layak digunakan dan efektif mendukung pembelajaran renang tanpa bergantung pada fasilitas kolam renang. Penelitian ini berkontribusi dalam menyediakan solusi praktis bagi sekolah serta memperluas akses pembelajaran akuatik berbasis digital. Penelitian selanjutnya dapat mengembangkan fitur evaluasi keterampilan, integrasi augmented reality, atau analisis performa renang untuk meningkatkan fungsionalitas aplikasi.
Copyright (c) 2026 Vania Putri Hariyoko, Siti Nurrochmah, Supriyadi (Author) https://creativecommons.org/licenses/by-sa/4.0
Pengaruh permainan tradisional kopral terhadap konsentrasi siswa sekolah dasar
Section: Research Articles Keywords: Traditional Games, kopral, concentrasion Concentration is a vital element in achieving academic achievement, especially for elementary school students who are experiencing cognitive development. Concentration problems cause students to struggle to grasp the information, which affects their academic performance overall. This study aims to determine whether traditional corporal games help primary school pupils become more adept at focusing. The research methodology was applied with a quantitative approach through a one-group pretest-posttest design. The research sample utilizes the total number of grade VI students of SD Negeri Gayam 1 as many as 20 students. Data testing was carried out using the Concentration Grid Exercise test. Data interpretation was carried out using the Shapiro-Wilk normality test and paired sample t-test using SPSS software version 30. The study's findings showed an increase in the average concentration score from 4.25 to 6.75 after 12 meeting sessions, an increase of 58.82%. The results of the t-test showed a significant difference after treatment, with a Sig. (2-tailed) value of < 0.001. Thus, the traditional game of Corporal has a positive impact in helping students concentrate more. The small number of samples is the main limitation in the research carried out and the relatively short treatment, so the ability of these findings to be applied widely is still limited. Therefore, the research after that is directed to apply with a larger number of samples, extend the duration of treatment, and combine traditional games with other active learning methods to obtain more comprehensive results.
Copyright (c) 2026 M. Alfin Huda, Benny Widya Priadana, Hasan Saifuddin (Author) https://creativecommons.org/licenses/by-sa/4.0
Analisis minat siswa dalam ekstrakulikuler futsal di SMP institut indonesia
Section: Research Articles Keywords: Minat Siswa, Ekstrakulikuler Futsal, Perbedaan Gender This study aimed to analyze the level of student interest in futsal extracurricular activities at SMP Institut Inonesia, specifically examining diffeences based on gender and across grade levels VII, VIII, and IX. Using a descriptive quantitative approach with a cross-sectional survey desaign, the research involved 214 students selected through random sampling from a total population of 459 students. Data were collected using a validated 20-item likert scale questionnaire and analyzed through descriptive statistics, the Chi-Square Test of Independence for gender comparison, and ANOVA for grade-level comparison. The results showed that students generally had a high level of interest in futsal extracurricular activities, with 73.4% indicating positive interest (57.5% high and 15.9% very high). A significant difference in interest was found between male and female students, with male students showing higher interest than female students. However, no significant differences were found among grade levels VII, VIII, and IX, indicating that students' interest in futsal extracurricular activities was relatively consistent across grade levels.
Minat Siswa, Ekstrakulikuler Futsal, Perbedaan Gender
Copyright (c) 2026 Dewi Wulan Kartika, Husnul Hadi, Fajar Ari Widiyatmoko (Author) https://creativecommons.org/licenses/by-sa/4.0
Gembira renang: pengembangan model permainan gerak edukatif multisensori berbasis integrasi renang air untuk penguatan karakter prima
Section: Research Articles Keywords: multisensori, renang, permainan, karakter PRIMA Berada di dalam lingkungan air (akuatik) memberikan stimulasi yang beraneka ragam bagi sistem sensori anak yang menjadikannya tempat yang cocok untuk mendukung pembelajaran maupun perkembangan pada anak. Penelitian ini bertujuan unutk mengembangkan model permainan gerak edukatif multisensori pada olahraga renang untuk penguatan karakter pada anak. Metode yang digunakan ada penelitian pengembangan dengan menggunakan model ADDIE. Subjek pada penelitian ini adalah peserta didik SDN Percobaan 1 Malang yang mengikuti kegiatan ekstrakulikuler renang berjumlah 57 peserta didik. Hasil penelitian ini rata-rata keseluruhan aspek (kemenarikan, kemudahan, kejelasan, kesetujuan dan kebermanfaatan) pada permainan darat mendapatkan persentase 95,01% dengan kategori sangat layak. Sedangka pada permainan air mendapatkan persentase 94,4% dengan kategori sangat layak. Kesimpulan penelitian ini adalah model permainan air dan darat metode multisensori juga memberikan manfaat untuk meningkatkan dan mengembangkan keterampilan dasar pada anak dan menumbuhkan karakter seperti berani, disiplin serta percaya diri maupun kerjasama sesama teman.
Copyright (c) 2026 Siti Nurrochmah, Supriyadi, Gema Fitriady, Lulut Gilang Saputra, Fajar Raya Ferdinak K.B., Ari Mei Wulandari (Author) https://creativecommons.org/licenses/by-sa/4.0
Analisis tingkat kesiapan fisik melalui skrining tes aspek antropometri, kesehatan, kebugaran jasmani dan kebugaran keterampilan pada mahasiswa baru putri angkatan th. 2025 departemen PJKR-FIK Universitas Negeri Malang
Section: Research Articles Keywords: antropometri, kesehatan, kebugaran jasmani, kebugaran keterampilan, skrining Skrining kebugaran fisik ialah suatu alat esensial yang digunakan untuk mengevaluasi status kebugaran individu, mengidentidfikasi potensi resiko kesehatan dan dapat merancang serta mengelola intervensi latihan yang aman dan efektif yang berkontribusi pada peningkatan kesehatan dan kesejahteraan individu. Tujuan penelitian ini untuk menyediakan data empiris mengenai kesiapan fisik dan kesehatan mahasiswa baru khususnya mahasiswa putri departemen PJKR-FIK-UM. Penelitian ini termasuk jenis deskriptif bersifat eksploratif yang menggambarkan suatu keadaan dan status subjek yang diteliti berdasarkan fakta hasil dari pengematan melalui parameter tes dan pengukuran. Subjek dalam penelitian ini adalah Mahasiswa Baru angkatan 2025 Departemen Pendidikan Jasmani, Kesehatan dan Rekreasi (PJKR) Fakultas Ilmu Keolahragaan, Universitas Negeri Malang kelompok putri. Hasil penilaian menunjukkan bahwa intervensi kesehatan dan kebugaran harus berfokus pada peningkatan kapasitas fungsional dan komposisi tubuh serta mengoptimalkan aspek antropometri. Pada aspek kebugaran jasmani lebih homogen dengan tingkat KV sebesar 13,01% sedangkan data kebugaran keterampilan memiliki vaiasi yang besar dengan KV 19,95%. Kedua variabel tersebut menunjukkan data yang normal. Kesimpulan penguasaan kebugaran keterampilan yang baik mendorong mahasiswa untuk beraktivitas fisik sehingga dapat meningkatkan kondisi antropometri, kesehatan dan kebugaran jasmani.
Copyright (c) 2026 Siti Nurrochmah, Lokananta Teguh Hari Wiguno, Gema Fitriady, Lalu Moh. Yudha Isnaini, Rajip Mustafillah R., Sugiyanto, Fajar Raya Ferdinak K.B., Nurrul Fadhilah Binti Abdullah (Author) https://creativecommons.org/licenses/by-sa/4.0
Konsep kebugaran jasmani berdasarkan Mazmur 92:14-15 dan implikasinya terhadap gaya hidup sehat lansia
Section: Research Articles Penelitian ini bertujuan untuk mengkaji konsep kebugaran dalam perspektif teologis berdasarkan Mazmur 92:14–15 serta mengidentifikasi implikasinya terhadap gaya hidup lansia dalam konteks pastoral gereja. Kebugaran dalam kajian ini tidak dipahami secara sempit sebagai kondisi fisik, melainkan sebagai realitas holistik yang mencakup dimensi jasmani, psikologis, sosial, dan spiritual yang berakar pada relasi manusia dengan Allah. Pendekatan yang digunakan adalah kualitatif melalui studi pustaka (library research), dengan analisis eksegetis terhadap teks Ibrani Mazmur 92 serta integrasi literatur teologi biblika, pastoral, dan psikologi perkembangan. Menunjukkan bahwa kebugaran menurut Mazmur 92:14–15 merupakan ekspresi dari kehidupan yang berakar dalam kasih setia Allah, ditandai dengan vitalitas rohani yang berkelanjutan, bahkan pada masa lanjut usia. Istilah “berbuah pada masa tua” dan “segar serta hijau” mengindikasikan keberlanjutan produktivitas spiritual, bukan sekadar kondisi biologis. Kebugaran dalam perspektif ini berkaitan erat dengan konsep shalom, yaitu kesejahteraan menyeluruh yang mencerminkan harmoni antara manusia dengan Allah, sesama, dan dirinya sendiri. Implikasi praktis dari temuan ini menunjukkan bahwa lansia tetap memiliki potensi untuk berkontribusi secara signifikan melalui kesaksian iman, kebijaksanaan, dan keterlibatan dalam komunitas. Program pastoral seperti Senior Play Group (SPG) terbukti menjadi model implementatif yang efektif dalam mengintegrasikan kebugaran fisik, spiritual, dan sosial. Melalui aktivitas terstruktur seperti senam, doa, dan persekutuan, lansia dapat mengalami pembaruan makna hidup, peningkatan kualitas relasi sosial, serta penguatan iman. Kebugaran sejati dalam perspektif Mazmur 92 bersifat integratif dan transformatif, berpusat pada relasi dengan Allah sebagai sumber kehidupan. Konsep ini memberikan landasan teologis yang kuat bagi pengembangan pelayanan pastoral yang inklusif dan berkelanjutan bagi lansia. Penelitian ini menegaskan bahwa masa tua bukanlah fase kemunduran, melainkan periode kematangan spiritual yang tetap produktif dan bermakna dalam terang iman.
Copyright (c) 2026 Eben Manurung, Andreas Nugroho, Kornelius Rulli Jonathans (Author) https://creativecommons.org/licenses/by-sa/4.0
Pengaruh pola latihan, nutrisi, dan tidur terhadap kelulusan tes kebugaran
Section: Research Articles Keywords: Pola latihan; nutrisi; kualitas tidur; kebugaran; performa wasit. Wasit olahraga harus berada dalam kondisi fisik optimal untuk memastikan kualitas keputusan mereka selama pertandingan. Namun, faktor gaya hidup seperti kebiasaan latihan, pola makan, dan kualitas tidur terkait dengan kelulusan tes kebugaran belum diteliti secara komprehensif. Dari Penelitian ini bertujuan untuk menganalisis pengaruh pola latihan, nutrisi, dan tidur terhadap kinerja tes kebugaran pada wasit sepakbola. Penelitian ini dilakukan secara kuantitatif dengan desain observasional potong lintang pada 115 wasit aktif. Data dikumpulkan melalui kuesioner online dan hasil tes kebugaran resmi dari Asprov PSSI. Alat ukur meliputi skala Likert untuk kebiasaan latihan dan pola makan, serta indeks kualitas tidur yang telah divalidasi oleh ahli dengan reliabilitas Cronbach's alpha sebesar 0.922. Analisis regresi logistik menunjukkan bahwa hanya pola latihan yang memiliki pengaruh signifikan terhadap kelulusan tes (B = 2.278; OR = 9,75; p < 0,001), sementara pola diet dan kualitas tidur tidak memiliki pengaruh signifikan. Hasil ini menunjukkan bahwa pola latihan yang terstruktur dan konsisten secara signifikan meningkatkan peluang lulus uji kebugaran. Studi ini merekomendasikan latihan kebugaran terintegrasi untuk wasit dan studi longitudinal untuk menilai efek jangka panjang gaya hidup terhadap kinerja fisik wasit. Kata Kunci: pola latihan; nutrisi; kualitas tidur; kebugaran; performa wasit.
Pola latihan; nutrisi; kualitas tidur; kebugaran; performa wasit.
Akhsanudin Agung Pamungkas Akhsanudin Agung Pamungkas
Copyright (c) 2026 Akhsanudin Agung Pamungkas, Fajar Ari Widiyatmoko, M.Pd., Husnul Hadi, M.Pd. (Author) https://creativecommons.org/licenses/by-sa/4.0
Pengaruh inklusivitas gender dalam pembelajaran terhadap motivasi belajar, kenyamanan gerak, dan hasil belajar senam lantai
Section: Research Articles Differences in learning motivation, movement comfort, and learning outcomes of floor gymnastics between male and female students are challenges in physical education activities. This phenomenon indicates that gender factors influence students' psychomotor and psychological readiness, so a learning model that can create equal interactions is needed. This study aims to analyze the impact of gender-inclusive learning on learning motivation, movement comfort, and learning outcomes of grade IX students at SMP Institut Indonesia Semarang using a quasi-experimental non-equivalent control group design consisting of a control group with non-inclusive learning and an experimental group with gender-inclusive learning. The intervention was implemented over three meetings, with 2 treatments given to each group. This study involved 48 students consisting of 23 students in the experimental class and 25 students in the control class. comes from one school so that the generalization of the findings is limited. The research instruments were the ARCS model learning motivation questionnaire, the PACES-18 movement comfort questionnaire, and the floor gymnastics learning outcome test. Significant results indicated an increase in the experimental class group with learning motivation scores (70.22 → 83.78), movement comfort (12.39 → 17.39), and learning outcomes (12.65 → 17.91). Statistical tests showed that the independent t-test analysis of the learning motivation posttest variable showed a significance value of 0.000 (p < 0.05). Meanwhile, the Mann–Whitney U test for movement comfort posttest showed a significance of 0.000 (p < 0.05). Meanwhile, the learning outcomes posttest showed a significance of 0.000 (p < 0.05). These findings confirm that gender-inclusive learning provides significant improvements in all three variables, thus recommending it as an effective learning strategy for floor gymnastics.
Copyright (c) 2026 Nelli Agustina, Fajar Ari Widiyatmoko, Pandu Kresnapati (Author) https://creativecommons.org/licenses/by-sa/4.0
Pengaruh active learning terhadap hasil belajar passing bawah bola voli pada siswa SMP
Section: Research Articles Keywords: Active Learning, Passing Bawah, Hasil Belajar, Bola Voli, Partisipasi, Model Permainan, Quasi Eksperimen The low learning outcomes of students at MTsN 2 Sidoarjo in the subject of underhand passing in volleyball, with only 6.67% of students achieving the minimum passing grade, demonstrate the importance of implementing more effective learning methods that can increase student engagement. The main objective of this study was to determine the effectiveness of the Active Learning Method in teaching underhand passing in volleyball. This study used a quasi-experimental design based on the Nonequivalent Control Group Design model. The study involved two classes selected using purposive sampling, one group with 32 students for the experimental group and the other with 32 students for the control group. The pre-test and post-test results in this study used the same instrument, namely the underhand passing skill test. In this study, the t-value was -0.252 and the p-value was 0.802, both of which were much higher than the level of 0.05. The pre-test scores did not show a significant difference, so both groups had equivalent initial abilities. The experimental group showed a statistically significant improvement after the procedure, producing a post-test score of 55.91, while the control group scored 31.91. The results of the paired sample t-test and independent sample t-test showed that the Active Learning Method significantly improved underhand passing skills. Based on these results, it was concluded that active learning is superior to conventional methods because it allows students to collaborate, receive feedback on their skills, and engage in hands-on practice. Further research should examine alternative learning methods related to sports and include additional factors, such as student engagement and participation, to achieve a more comprehensive understanding of the importance of active learning
Copyright (c) 2026 Daniela Putri Kurnia, Afifan Yulfadinata, Mochamad Ridwan, Yuni Fitriyah Ningsih, Junaidi Budi Prihanto (Author) https://creativecommons.org/licenses/by-sa/4.0
Residents' Perceptions of Motorcycle Racing Events: A Social Exchange Theory Analysis
Section: Research Articles Keywords: Motorcycle Racing, Social Exchange Theory, Residents Perception This study examines how the residents of Tanjung Jabung Timur Regency perceives motorcycle racing events at the Zabak National Circuit in Jambi Province, Indonesia. Applying the Social Exchange Theory framework, the research used quantitative data from a survey questionnaire. This method approach explores public opinions on motorsport events, identifying factors that shape these perceptions. The study anticipates a mixed public response, acknowledging both the perceived economic and social benefits alongside concerns about noise, safety, and environmental consequences. Factors such as economic opportunities, community pride, noise pollution, traffic congestion, and environmental degradation are expected to significantly influence public perception. Positive perceptions are likely linked to higher event participation, while negative perceptions may lead to reduced involvement and community resistance. By analyzing the complex interplay of perceived benefits and costs associated with motorcycle racing events, this study provides valuable recommendations for event organizers and local authorities. These recommendations emphasize maximizing economic and social benefits while minimizing negative impacts through effective noise control, traffic management, safety protocols, and enhanced environmental sustainability
Copyright (c) 2025 Endarman Saputra, David Iqroni, Roli Mardian, Wawan Junresti Daya (Author) https://creativecommons.org/licenses/by-sa/4.0
Peningkatan literasi gizi siswa SMP melalui media interaktif canva dalam pembelajaran PJOK
Section: Research Articles Keywords: literasi gizi, label makanan, Canva, media pembelajaran, remaja, NVS Latar Belakang Masalah: Kurangnya kesadaran dan pemahaman pada remaja dalam hal literasi gizi, khususnya dalam hal memahami label makanan yang tertera pada produk makanan menjadi permasalahan yang terjadi saat ini. Rendahnya kemampuan memahami label gizi dapat menyebabkan pemilihan makanan yang tidak sehat dan berdampak pada risiko penyakit degeneratif. Tujuan penelitian ini adalah mengetahui efektivitas penggunaan media pembelajaran interaktif Canva terhadap peningkatan pemahaman label makanan pada siswa Sekolah Menengah Pertama. Pendekatan kuatitatif dipilih pada penelitian ini, dengan menggunakan desain pre-experimental one group pretest posttest, yang melibatkan 62 siswa pada jenjang kelas VIII di salah satu SMP Negeri yang ada di Kabupaten Sidoarjo. Instrumen penelitian ini menggunakan kuesioner Newest Vital Sign (NVS) yang terdiri dari enam pertanyaan untuk mengukur kemampuan literasi gizi siswa. Uji Wilcoxon digunakan dengan bantuan program IBM SPSS 25 untuk menganalisis data yang diperoleh selama penelitian. Hasil: Hasil penelitian menunujukkan adanya peningkatan skor yang signifikan pada kemampuan literasi gizi siswa, nilai pretest (2,31) setelah diberikan perlakuan menggunakan media Canva selama empat pertemuan, nilai posttest meningkat menjadi (4,98). Media pembelajaran Canva terbukti efektif dalam meningkatkan kemampuan siswa dalam memahami label makanan melalui penyajian visual dan fitur yang interaktif. Kesimpulan: Kesimpulan pada penelitian ini menyatakan media pembelajaran Canva mampu memberikan pengaruh yang positif terhadap peningkatan kemampuan literasi gizi siswa, khususnya dalam hal memahami label makanan yang tertera pada produk kemasan.
Copyright (c) 2024 Muhammad Rexi Sharma, Mochamad Ridwan (Author) https://creativecommons.org/licenses/by-sa/4.0
Enhancing physical fitness through school-based morning exercise: an experimental study among children aged 10–12 years
Section: Research Articles Keywords: Elementary-school, Physical activity, Physical fitness, School morning exercise The declining level of physical activity among elementary-school children has become a major health and educational concern, as it contributes to reduced physical fitness, increased sedentary behavior, and lower learning readiness. This study aims to analyze the effect of a structured school morning-exercise intervention on the physical fitness of children aged 10–12 years. A quantitative experimental method using a pretest–posttest control-group design was applied to 120 students from SD Negeri Bakalan, SD Negeri Centong, SD Negeri Warugunung, and SD Negeri Pandan in Kabupaten Mojokerto. The experimental group participated in an eight-week morning-exercise program held three times per week, while the control group continued regular school activities. Data on five physical-fitness components—40 m run, sit-up, vertical jump, 600 m run, and sit-and-reach—were collected using the Tes Kebugaran Jasmani Indonesia (TKJI). Statistical analysis using paired- and independent-sample t-tests revealed significant improvements (p < 0.05) in all components, with medium effect sizes (Cohen’s d ≈ 0.6). The findings confirm that structured rhythmic exercise effectively enhances speed, strength, endurance, and flexibility. This research concludes that school morning exercise is an efficient, low-cost, and sustainable strategy for improving physical fitness and supporting learning readiness. The study contributes to the advancement of evidence-based school health promotion aligned with SDG 3 (Good Health and Well-Being) and SDG 4 (Quality Education), and recommends future research on its long-term cognitive effects
Copyright (c) 2025 Puguh Satya Hasmara, Ilmul Ma'arif, Yudi Dwi Saputra (Author) https://creativecommons.org/licenses/by-sa/4.0
Pengembangan media pembelajaran interaktif berbasis google sites tenis meja siswa sekolah menengah pertama
Section: Research Articles Keywords: Pendidikan olahraga 1; Tenis Meja 2; Multimedia interaktif 3; google sites 4 Penelitian ini bertujuan untuk mengembangkan bahan ajar multimedia interaktif berbasis Google Sites sebagai sarana pendukung dalam pembelajaran tenis meja di tingkat Sekolah Menengah Pertama (SMP). Latar belakang penelitian ini berangkat dari rendahnya minat serta partisipasi siswa dalam mata pelajaran Pendidikan Jasmani, Olahraga, dan Kesehatan (PJOK), khususnya pada cabang olahraga permainan bola kecil seperti tenis meja. Untuk menjawab tantangan tersebut, penelitian ini menerapkan pendekatan integrasi teknologi dalam pembelajaran jasmani guna menciptakan pengalaman belajar yang lebih menarik dan bermakna. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADIIE, yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Sebanyak 90 peserta didik dari tiga SMP di Kota Malang dilibatkan sebagai subjek uji coba serta penilaian efektivitas media. Produk yang dihasilkan berupa media pembelajaran digital yang memadukan video demonstrasi teknik dasar, animasi interaktif, dan kuis untuk mengukur tingkat pemahaman siswa. Hasil penelitian menunjukkan bahwa bahan ajar multimedia berbasis Google Sites dinilai layak dan efektif dalam mendukung proses pembelajaran. Selain meningkatkan pemahaman terhadap materi, media ini juga mampu menumbuhkan motivasi dan keterlibatan aktif siswa. Keunggulan utama media ini terletak pada kemudahan akses melalui berbagai perangkat digital serta kemampuannya untuk diperbarui sesuai kebutuhan. Dengan demikian, inovasi ini memberikan kontribusi nyata terhadap pengembangan pembelajaran PJOK berbasis teknologi di era digital.
Pendidikan olahraga 1; Tenis Meja 2; Multimedia interaktif 3; google sites 4
Copyright (c) 2025 Jati Laksono, Siti Nurrochmah, Supriyadi (Author) https://creativecommons.org/licenses/by-sa/4.0
Latihan plyometric: efektivitasnya dalam meningkatkan daya ledak otot lengan dan tungkai atlet pencak silat remaja
Section: Research Articles Keywords: plyometric, daya ledak, otot, pencak silat Research Problems: Muscle explosive power is one of the dominant physical components in the sport of pencak silat. Research Objective: This study aims to examine the effect of plyometric training in increasing the explosive power of arm and leg muscles in adolescent pencak silat athletes who are members of the Special Athlete Class (KKO) program. Methods: This study is a quasi-experimental study using one-group pretest-posttest. The number of samples involved in this study was 17 adolescent pencak silat athletes who are actively registered in the Special Athlete Class (KKO) program. Arm muscle explosive power was measured through the Medicine Ball Throw Put Test (MBTP), while leg muscle explosive power was measured using the Standing Broad Jump Test. Data analysis used the Shapiro-Wilk normality test and paired sample t-test with a significance level of 0.05. Results: Arm muscle explosive power increased from 2.07 ± 0.24 m to 2.24 ± 0.28 m (t(16) = 6.596; p < 0.001), while leg muscle explosive power increased from 4.51 ± 0.60 m to 5.14 ± 0.83 m (t(16) = 3.607; p = 0.002). The effect sizes obtained were categorized as large (Cohen's d = 1.60 for arm muscles and 0.87 for leg muscles). Conclusion: Plyometric training significantly increased arm and leg muscle explosive power in adolescent pencak silat athletes participating in the Special Sports Class (KKO) program. Plyometric training can be recommended as a form of routine training to optimize the physical capacity and performance of adolescent pencak silat athletes.
Copyright (c) 2025 Prayogi Dwina Angga, Deddy Whinata Kardiyanto (Author) https://creativecommons.org/licenses/by-sa/4.0
Model pembelajaran PJOK berbasis experiential learning untuk meningkatkan basic movement skills
Section: Research Articles Keywords: Model Pembelajaran PJOK, Experriental Learning, Basic Movement Skills, ADDIE The low mastery of Basic Movement Skills (BMS) among elementary school students remains a fundamental issue in Physical Education, Sports, and Health (PJOK) learning. Many instructional activities are still teacher-centered and provide limited opportunities for students to engage in direct learning experiences. This condition leads to suboptimal development of fundamental movement abilities, which should serve as the foundation for students’ competence in performing various physical activities. This study aims to develop an Experiential Learning–based PJOK instructional model to improve the Basic Movement Skills of elementary school students. The research employed the ADDIE development model, consisting of the stages of analysis, design, development, implementation, and evaluation. The research subjects were fourth-grade students at SD Negeri 15 Pangkalpinang. Data were collected through observations, interviews, questionnaires, expert validation, and BMS tests. Expert validation results indicated that the developed model was highly feasible, with an average validation score of 88.6%. Both limited and extensive trials demonstrated a significant increase in students’ BMS scores (p < 0.05) after the implementation of the learning model. These findings suggest that the Experiential Learning–based PJOK model is not only feasible but also effective in improving elementary students’ fundamental movement skills. In conclusion, the developed model serves as an innovative alternative for PJOK instruction that is more active, reflective, and grounded in meaningful student experiences
Copyright (c) 2025 Widati Amalin Ulfah, Dedy Putranto (Author) https://creativecommons.org/licenses/by-sa/4.0
Analisis strategi bertahan Indonesia vs Autralia leg ke-2 kualifikasi piala dunia 2026
Section: Research Articles Keywords: sepak bola, strategi bertahan, pressing This study aims to analyze the defensive strategies used by the Indonesian National Team against the Australian National Team in the second leg of the 2026 FIFA World Cup Asian Qualifiers. The research employed a descriptive quantitative method, with data obtained through observation of match video recordings. The recordings were analyzed using manual coding, where each instance of defensive play was coded according to operational definitions: high pressing involves pressing opponents near their defensive line, middle pressing occurs in the midfield area, and low pressing involves waiting for the opponent in the defensive zone while maintaining a compact formation. Observations were conducted by a primary observer experienced in football tactical analysis, and the reliability of the observations was ensured through an inter-rater test with an additional observer to confirm coding consistency. The analysis aimed to identify and calculate the success rate of each defensive style. The results showed that low pressing was the most effective strategy with a success rate of 64.2%, followed by high pressing at 63.5%, while middle pressing only reached 42.8%. These findings indicate that low pressing aligns best with the Indonesian National Team's playing style, emphasizing discipline, compactness, and effectiveness in executing quick counterattacks. Therefore, the implementation of appropriate defensive strategies can enhance overall game stability and effectiveness.
Copyright (c) 2025 Moh Raziqi Luthfi, Rizki Apriliyanto, Ahmad Sulaiman (Author) https://creativecommons.org/licenses/by-sa/4.0
Analisis jenjang karir siswa sekolah sepak bola Biting Putra Jaya
Section: Research Articles Keywords: Jenjang karier; Atlet muda; SSB Biting Putra Jaya This study aims to analyze the career development of students at the Biting Putra Jaya (BPJ) Football School (SSB) after participating in the Soeratin U-15 Cup from 2023 to 2025. The research method used was descriptive quantitative with a longitudinal design. The study subjects were 14 students, all of whom were sampled using a total sampling technique. Data were collected through documentation, observation, and interviews with coaches and SSB administrators. Descriptive analysis was conducted by calculating the percentage of student activity each year, the level of competition participated in, and involvement in ongoing coaching activities. The results showed that only 8 students (57.1%) were still actively competing until 2025, while 6 students (42.9%) dropped out or took a break. This decline in participation was influenced by motivational factors, academic priorities, limited facilities, and lack of access to advanced competitions and selection. The study's conclusions confirm that coaching at SSB BPJ has been running quite well at the basic stage, but a long-term athlete development strategy is needed through increased psychological support, academic partnerships, and a sustainable competitive network.
Jenjang karier; Atlet muda; SSB Biting Putra Jaya
Copyright (c) 2025 Mohammad Iqbal Iqbal, Rizky Apriliyanto, Ahmad Sulaiman (Author) https://creativecommons.org/licenses/by-sa/4.0
Meningkatkan kemampuan sikap lilin senam lantai melalui metode mengajar menggunakan bantuan tembok SD Inpres Biromaru
Section: Research Articles Keywords: Candle Attitude Skills, Assistive Media The PJOK learning method at SD Inpres Biromaru is still conventional, without variations in techniques or supporting media to help students successfully learn the movement. This has an impact on fourth-grade students who are unable to perform the candle pose (shoulder stand) with the correct technique, resulting in their performance being considered incomplete based on the minimum mastery criterion (KKM) of 70 set by the school. This study aims to determine efforts to improve candle pose skills through the use of instructional aids among fourth-grade students at SD Inpres Biromaru. The method used was a descriptive method with a classroom action research (CAR) design. The research subjects consisted of 18 fourth-grade students. Data analysis was carried out using the percentage of mastery achievement. The results showed that in the pre-cycle stage, the lowest student score was 50.00 and the highest was 76.67, with an average of 64.62. In Cycle I, the lowest score increased to 60.00, the highest to 83.33, and the average to 72.55. In Cycle II, the lowest score reached 63.33, the highest 90.00, and the average 76.37. The percentage of student mastery in the pre-cycle was 22.16% (4 students), increased to 27.72% (5 students) in Cycle I, and reached 61.76% (21 students) in Cycle II. Overall, the mastery level reached 77.76% or 14 students, which falls into the moderate category.
Copyright (c) 2025 Gunawan Gunawan, Fatimah Fatimah, Humaedi Humaedi, Muh. Tris Maulana Daipaha (Author) https://creativecommons.org/licenses/by-sa/4.0
Analisis kuantitatif butir soal TPA tryout mahasiswa PPG prodi pendidikan jasmani, olahraga dan kesehatan UM
Section: Research Articles Keywords: Tes Potensi Akademik, PPG, Pendidikan Jasmani, Olahraga dan Kesehatan, Tes, Mahasiswa, Tes Potensi Akademik, PPG, PJOK Tujuan TPA ialah untuk menilai kualitas intelektual, bakat serta kemampuan seseorang dalam bidang akademik. Tujuan penelitian ini menganalisis hasil tryout TPA pada mahasiswa PPG program studi PJOK. Teknik analisis data yang digunakan adalah analisis butir soal secara kuantitatif. Tahapan dalam analisis data meliputi 1) analisis tingkat kesukaran butir soal tryout, 2) mengukur daya beda, 3) analisis validitas butir soal tryout, 4) menguji distraktor pilihan jawaban dan 5) analisis realiabilitas menggunakan Cronbach’s Alpha. dari 35 butir soal tryout yang telah diberikan pada 523 mahasiswa PPG program studi PJOK masih harus ditingkatkan dengan hasil tingkat kesukaran mudah sebanyak 20 butir soal (p > 0,70), sedangkan tingkat kesukaran sedang sebanyak 14 butir soal (0,30 ≤ p ≤ 0,70) dan 1 butir soal pada tingkat kesukaran sulit (p < 0,30). Hasil analisis daya beda terdapat 20 butir soal termasuk dalam kategori cukup dan 15 butir soal termasuk kategori jelek. Hasil analisis validitas butir soal terdapat 11 butir soal yang dianggap tidak valid dikarenakan r < 0,3. Namun terdapat data yang menunjukkan butir soal valid tapi beberapa butir soal memiliki korelasi yang rendah dikategorikan sebagai tidak valid dan perlu untuk digugurkan. Hasil analisis distraktor terdapat 7 butir soal yang tidak berfungsi sehingga butir soal tersebut perlu dibuang atau digugurkan. Hasil analisis reliabilitas dihasilkan sebesar 0,823 untuk keselurhan 35 butir soal atau pada tahap awal sebelum digugurkan atau revisi. Kemudian meningkat menjadi 0,831 untuk 28 butir soal yang tersisa atau setelah dilakukan pengguguran. Hasil tersebut menunjukkan bahwa instrumen tes memiliki tingkat reliabilitas yang tinggi.
Tes Potensi Akademik, PPG, Pendidikan Jasmani, Olahraga dan Kesehatan, Tes, Mahasiswa
Copyright (c) 2025 Siti Nurrochmah (Author) https://creativecommons.org/licenses/by-sa/4.0
Rancang bangun net portabel pembelajaran bola voli difabel
Section: Research Articles Keywords: net, innklusi, difabel, bola voli One of the most important components of volleyball is the net. The net serves as a boundary for the playing area and determines the height at which the ball must pass. Volleyball nets generally have inflexible heights and designs, making the learning process difficult for students with disabilities, such as those in wheelchairs or individuals with limited mobility. This condition can decrease learning motivation, reduce active engagement, and even pose safety risks if not properly adapted. Innovation in the design of a portable net is a relevant solution to overcome these obstacles. Portable nets allow for height and width adjustments as needed, are easily transported, and can be installed in various locations, both indoors and outdoors. Furthermore, the lightweight yet sturdy materials and construction will support mobility and safety, making volleyball learning for people with disabilities more inclusive and effective. This study uses a Research and Development (R&D) approach to design and test a portable net prototype as a volleyball learning tool for students with disabilities. The R&D method was chosen because it is suitable for producing innovative educational products, from planning, manufacturing, to feasibility testing. In general, the research stages include observation, interviews and design plans. The design research for a portable net as a volleyball learning tool for students with disabilities produces a product in the form of a portable volleyball net that can be adjusted in height, is lightweight, and easy to move so that it supports the inclusive learning process for students. The final product is a portable volleyball net for students with disabilities. It is lightweight, easy to move, and easy to adjust in height, safe and durable, with a feasibility level of >90% according to experts and users, proven to increase the participation and motivation of students with disabilities in volleyball learning, these results indicate that the design of a portable net has succeeded in meeting the needs of inclusive, practical, and effective volleyball learning tools for students with disabilities.
Copyright (c) 2025 Danis Prasetiya (Author) https://creativecommons.org/licenses/by-sa/4.0
Pengembangan model permainan dalam pembelajaran senam lantai terhadap hasil belajar guling depan
Section: Research Articles Keywords: Gymnastics Forward Roll, Learning Innovation, Games Approach, Learning Achievement Latar Belakang Masalah: Pembelajaran senam lantai, khususnya gerakan guling depan dalam mata pelajaran Pendidikan Jasmani, Olahraga, dan Kesehatan (PJOK), menghadapi berbagai tantangan. Siswa sering kesulitan menguasai teknik guling depan karena metode konvensional yang monoton dan kurang menarik. Kondisi ini menurunkan motivasi serta hasil belajar siswa, sehingga dibutuhkan pendekatan inovatif melalui model permainan. Tujuan Penelitian: Tujuan penelitian ini adalah untuk mengembangkan dan menguji kelayakan model permainan dalam pembelajaran senam lantai guna meningkatkan hasil belajar guling depan peserta didik. Metode: Penelitian ini merupakan Research and Development (R&D) dengan model ADDIE, dan pada tahap implementasi menggunakan desain One-Group Pretest–Posttest selama tiga kali pertemuan. Sampel ditentukan dengan cluster random sampling melalui undian kertas dari 9 kelas paralel, dan terpilih kelas VII-C berjumlah 30 siswa (16 laki-laki, 14 perempuan). Instrumen pengetahuan dan keterampilan telah melalui uji validitas dan reliabilitas sebelum digunakan. Analisis data dilakukan dengan uji Shapiro–Wilk pada selisih skor, dan Wilcoxon Signed-Rank Test ketika distribusi tidak normal. . Hasil: Hasil penelitian menunjukkan peningkatan signifikan pada aspek pengetahuan (pretest = 11,80; posttest = 15,30; peningkatan sebesar 3,50 poin atau 29,66%; Z = −4,873; p < 0,001; r = 0,89) dan keterampilan (pretest = 24,07; posttest = 45,80; peningkatan sebesar 21,73 poin atau 90,32%; Z = −4,912; p < 0,001; r = 0,90). Kesimpulan: Penelitian ini menyimpulkan bahwa model permainan terbukti efektif meningkatkan pengetahuan, keterampilan teknik, dan motivasi siswa. Model ini direkomendasikan sebagai alternatif strategi pembelajaran PJOK untuk memperkuat kualitas pendidikan jasmani di sekolah.
Copyright (c) 2025 Syalsabila Ira Mawardani, Bayu Budi Prakoso, Irma Febriyanti, Vega Candra Dinata, Akhmad Khusairi (Author) https://creativecommons.org/licenses/by-sa/4.0
Hubungan antara screen time dengan kesehatan mental pada siswa Sekolah Menengah Pertama
Section: Research Articles Keywords: screen time, kesehatan mental, remaja, SMP Latar Belakang Masalah: Peningkatan penggunaan perangkat digital oleh remaja menimbulkan kekhawatiran terhadap dampaknya pada kesehatan mental. Screen time yang berlebihan sering dikaitkan dengan gangguan psikologis seperti stres dan kecemasan. Oleh karena itu, penting untuk mengkaji apakah durasi screen time berhubungan langsung dengan kondisi psikologis siswa. Tujuan Penelitian: Penelitian bertujuan untuk mengetahui apakah terdapat hubungan antara screen time dengan kesehatan mental pada siswa SMP Negeri 23 Surabaya. Metode: Menggunakan pendekatan deskriptif kuantitatif dengan desain korelasional. Sampel terdiri dari 129 siswa kelas VII, VIII dan IX yang terpilih menggunakan teknik cluster random sampling. Instrumen penelitian meliputi angket screen time dan kuesioner Mental Health Quality of Life (MHQoL) yang telah divalidasi. Analisis data dilakukan secara deskriptif dan inferensial menggunakan uji korelasi Spearman. Hasil: Rata-rata screen time siswa mencapai 5,44 jam per hari, melampaui batas yang direkomendasikan. Penggunaan tertinggi terjadi pada malam hari, terutama untuk media sosial dan bermain game. Kesehatan mental siswa berada pada kategori sedang hingga tinggi. Namun, uji korelasi Spearman menunjukkan tidak terdapat hubungan signifikan antara screen time dan kesehatan mental (ρ = 0,052; p = 0,561). Kesimpulan: Durasi screen time tidak terbukti secara statistik memengaruhi kesehatan mental siswa. Hal ini kemungkinan dipengaruhi oleh kondisi mental siswa yang relatif baik, dukungan sekolah dan orang tua dalam mengedukasi penggunaan gadget, serta partisipasi siswa dalam aktivitas fisik seperti ekstrakurikuler dan olahraga.
Copyright (c) 2025 Diva Reninta Lovyana, Nanik Indahwati (Author) https://creativecommons.org/licenses/by-sa/4.0
Blended learning dalam pendidikan jasmani: Strategi integratif untuk meningkatkan kreativitas dan keterampilan problem solving
Section: Research Articles Keywords: blended learning, creativity, problem solving, physical education Physical Education. The shift in learning approaches in the digital era has encouraged teachers to combine online and offline methods to enhance student engagement and learning effectiveness. Using a systematic literature review method, this study analyzes 15 national and international scientific articles published over the last five years (2019–2024), which discuss the implementation of blended learning in Physical Education and its impact on students' cognitive aspects. The analysis shows that blended learning can enhance student creativity by providing space for independent exploration through digital media and collaborative work during offline activities. Students become more confident in expressing ideas and creative solutions when facing challenging learning situations. Furthermore, this approach has proven effective in developing problem-solving skills through project-based and contextual case study learning. Active student involvement in formulating, testing, and evaluating solutions plays a crucial role in the learning process. Overall, blended learning offers a flexible and adaptive approach in Physical Education, not only improving physical skills but also strengthening students' cognitive development. Therefore, teachers are encouraged to design learning strategies that integrate technology with physical activities to achieve more holistic learning outcomes
Copyright (c) 2025 Gregorius Andrea Mustikaningrat, Augustina Sulastri (Author) https://creativecommons.org/licenses/by-sa/4.0
Persepsi guru pamong terhadap kompetensi mahasiswa PLP pendidikan jasmani di SMA kabupaten Jombang
Section: Research Articles Penelitian ini dilaksanakan untuk mengetahui persepsi guru pamong mengenai kompetensi mahasiswa PLP universitas PGRI Jombang yang suatu saat bisa dijadikan bahan evaluasi agar mahasiswa bisa mengajar lebih baik kedepannya. Penelitian ini menggunakan pendekatan deskriptif Kuantitatif. Subjek dalam penelitian ini ialah semua guru pamong yang mengajar pendidikan jasmani yang terdapat di SMA se-Kecamatan Jombang. Subjek tersebut berjumlah 12 guru pamong pendidikan jasmani, yang dimana sekolahnya terdapat mahasiswa PLP se-Kecamatan Jombang di 7 sekolahan yang berbeda. Penelitian ini memakai angket sebagai instrumen Hasil penelitian berdasarkan beberapa kompetensi yang harus dimiliki oleh kompetensi mahasiswa PLP prodi pendidikan jasmani yaitu kompetensi pedagogik masuk dalam kategori baik dengan jumlah skor 84%, kompetensi kepribadian masuk dalam kategori sangat baik dengan jumlah skor 88%, kompetensi sosial masuk dalam kategori sangat baik dengan jumlah skor 100%, dan kompetensi professional masuk dalam kategori baik dengan jumlah skor 83%. Dengan demikian, kompetensi mahasiswa PLP prodi pendidikan jasmani menunjukkan hasil secara keseluruhan dengan kategori sangat baik sebesar 88,76%. Penelitian lanjutan diharapakan dapat lebih terfokus kepada perbaikan pada tiap indikator kompetensi seperti kreatifitas pembelajaran dengan media yang inovatif baik di dalam kelas maupun di luar kelas, agar kualitas mahasiswa PLP prodi pendidikan jasmani dan output yang dihasilkan setelah lulus lebih baik lagi.
Copyright (c) 2025 MECCA PUSPITANINGSARI, Aditya Harja Nenggar (Author) https://creativecommons.org/licenses/by-sa/4.0
Pengembangan media pembelajaran audio visual renang gaya dada untuk meningkatkan hasil belajar
Section: Research Articles Keywords: Media Audio Visual, Renang Gaya Dada, Hasil Belajar, Keterampilan Renang, Pengembangan Pembelajaran Latar Belakang Masalah: Penelitian ini dilatarbelakangi oleh masih seringnya terjadi kasus tenggelam di kolam renang akibat kurangnya keterampilan dan pengetahuan renang. Media audio visual dan alat bantu diyakini dapat meningkatkan kemampuan tersebut. Tujuan penelitian ini adalah mengembangkan media pembelajaran audio visual renang gaya dada untuk meningkatkan hasil belajar peserta didik. Metode: Metode yang digunakan adalah penelitian dan pengembangan (R&D) dengan model ADDIE. Sampel diperoleh melalui cluster random sampling menggunakan aplikasi Google Spin, sehingga terpilih kelas VIII-A dengan jumlah 31 siswa. Instrumen pengetahuan berupa 12 soal valid, sedangkan keterampilan dinilai oleh 3 rater bersertifikat dengan konsistensi baik. Data dianalisis secara deskriptif menggunakan skala Likert (1–4), uji normalitas Shapiro-Wilk, serta uji beda Paired T-Test dengan taraf signifikansi 0,05 melalui SPSS. Hasil: Hasil penelitian menunjukkan media pembelajaran yang dikembangkan dinyatakan sangat layak dari aspek materi (99%), media (98%), dan praktisi (99%). Hasil belajar siswa juga mengalami peningkatan signifikan. Pada aspek pengetahuan, nilai pretest 3,94 meningkat menjadi 9,84 (149%, p < 0,001). Pada aspek keterampilan, nilai pretest 31,29 meningkat menjadi 60,10 (92%, p < 0,001). Kesimpulan: Kesimpulan penelitian menyatakan peningkatan pengetahuan lebih tinggi dibanding keterampilan, kemungkinan karena durasi latihan fisik lebih singkat dibanding paparan informasi kognitif melalui media. Guru PJOK disarankan menayangkan video terstruktur berdurasi ≤ 10 menit sebelum praktik, dilaksanakan minimal empat pertemuan, dengan penggunaan swimboard serta rubrik penilaian baku dan penilai ganda.
Copyright (c) 2025 Muhammad Rizki Ramadhani, Bayu Budi Prakoso, Setiyo Hartoto, Vega Candra Dinata, Slamet Riyadi (Author) https://creativecommons.org/licenses/by-sa/4.0
Analisis performa borneo fc di liga sepak bola indonesia: sebuah kajian longitudinal
Section: Research Articles Keywords: Borneo FC Performance,, Indonesian Football League, Longitudinal This research aims to analyze the development of Borneo FC performance in the 2023-2024 Indonesian League 1 season. Using the longitudinal method, the data analyzed includes match statistics, standings, goals scored and goals conceded. The results showed that Borneo FC accumulated 70 points, making it team with the 3rd most points in League 1 this season. They averaged 2.06 points per game, scored 53 goals, making them the second highest scoring team in League 1. The average goals scored per game reached 1.56, showing the sharpness of team's front line. Only 31 goals conceded, making it the lowest conceding team in League 1. The ratio of goals scored and conceded (0.65). The correlation (R) is 0.558from the output obtained the coefficient of determination (R Square) of 0.312, where the effect of goals on points is 31.2%. Tactical changes, coaching changes, and effective management contributed to the team's improved performance. In addition, club's stable financial health and strategic transfer policy supported club's growth. Based on these findings, recommendations for infrastructure improvements, youth development, better financial management, and long-term strategies are suggested to ensure Borneo FC continued success. This analysis provides valuable insights for club management, coaches, and other stakeholders in future strategic decision-making.
Copyright (c) 2025 Iknasius Lagu, Agusti Mardikaningsih, Winarno, Hari Pamungkas , Sudari (Author) https://creativecommons.org/licenses/by-sa/4.0
Implementasi Model Pembelajaran TGFU ( Teaching Games For Understanding) Dalam Meningkatkan Minat Siswa Terhadap Pendidikan Jasmani
Section: Research Articles Keywords: TGFU, Interest, Model, Student Interest has a very big influence on learning outcomes, if the learning material being studied does not match the student's learning interests, then the student will not learn as well as possible, because there is no special attraction. So that students are lazy to learn, students do not get satisfaction from the lesson. Interest is a constant tendency to pay attention and remember some activities that someone is interested in, paid attention to continuously accompanied by a sense of pleasure. Students who have high interest encourage students to be more enthusiastic and diligent in their learning, students will always be enthusiastic and always interested in every material taught. A teacher really needs to do various ways to be able to increase student interest in learning. In order for student interest in learning to increase, teachers need to innovate in learning. One thing that teachers need to pay attention to in order to be able to increase interest in learning in physical education. An important play model is owned by teachers in every learning. Good technical group games are not enough to show performance when learning. The purpose of this study was to determine the implementation of technology games for understanding for students in physical education. The research method used was an experiment with a pretest and posttest group design. The population of this study was junior high school students in grade VIII. The sampling technique used in this study was cluster random sampling, with 48 participants. This study was conducted for 6 weeks with 12 meetings with 90 minutes each meeting. Data analysis used paired samples t-test. The results of the study showed that there was a significant influence of the implementation of the Teaching Games for Understanding (TGFU) model. The TGFU model in practice in the field prioritizes a play approach that can encourage students to do various play groups better. The conclusion of this study is that the TGFU model is very effective to be applied in physical education learning groups in high school. In further research, the TGFU model can be applied to different levels of education.
Copyright (c) 2025 Chesia Glauca, Topo Yono, Ahmad Sulaiman (Author) https://creativecommons.org/licenses/by-sa/4.0
Pengembangan model pembelajaran project based learning dalam mata kuliah kewirausahaan Departemen PJKR FIK UM
Section: Research Articles Keywords: Project-Based Learning, entrepreneurship The purpose of this research is to develop a Semester Learning Plan (RPS) for the Entrepreneurship course for students of the Department of Physical Education, Health, and Recreation at the Faculty of Sports Science, State University of Malang. The method used is the R&D 4D model. The 4D model is one of the research and development models consisting of four steps: Define, Design, Develop, and Disseminate. The development results indicate that the implementation of Project-Based Learning (PBL) in the development of the Semester Learning Plan (RPS) for the Entrepreneurship course is effective in enhancing students' practical skills, particularly in creativity, problem-solving, collaboration, and management. Through this approach, students are given the opportunity to engage directly in entrepreneurship projects that integrate theory and practice, thus better preparing them to face the challenges of the business world.
Copyright (c) 2025 Febrita Paulina Heynoek, Lokananta Teguh Hari Wiguno, Ari Wibowo Kurniawan, Fajar Raya Ferdinal, Prof. Norlena Salamudin, Exy Kanduwi (Author) https://creativecommons.org/licenses/by-sa/4.0
Penerapan model pembelajaran kooperatif berbasis permainan terhadap hasil belajar keterampilan bermain bola voli
Section: Research Articles Keywords: cooperative game-based learning, learning outcomes, volleyball skills This study aims to determine the effect of the application of a cooperative game-based learning model on the learning outcomes of volleyball playing skills in Dampit State Junior High School students. This study applied experimental method with pretest-posttest group design. The research sample included 60 students from class VIII who were divided into two groups, namely the experimental group and the control group. The experimental group received the intervention of a game-focused cooperative learning model, while the control group underwent learning with conventional methods. The data obtained in this study were taken through testing volleyball playing skills and observation sheets. The results showed that there was a significant difference in learning outcomes of volleyball playing skills between the experimental group and the control group with a Sig. (2-tailed) of 0.00 > 0.05. The maximum value on the pre-test of game-based cooperative learning is 85 on conventional learning 80. The minimum score on the posttest of game-based cooperative learning was 93 and on conventional learning was 82. The average value in game-based cooperative learning pre-test 76.95, posttest 85.70 while in conventional learning pre-test 74.60 and posttest 77.35, from the results of learning improvement it can be concluded that there are differences in the improvement of student learning outcomes better control class than conventional. This shows that the application of a game-focused collaborative learning model is effective in improving the learning outcomes of volleyball playing skills among Dampit State Junior High School students.
Copyright (c) 2025 Daviet Dwi Saputra Daviet, Ahmad Lani, Agusti Mardikaningsih, Hari Pamungkas Hari, Muhammad Nidomuddin (Author) https://creativecommons.org/licenses/by-sa/4.0