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The Relationship Between Arm Muscle Strength And Shot Put Skills At Sdn 80 Central Bengkulu Rini Rini; Martiani Martiani
Hanoman Journal: Physical Education and Sport Vol 2, No 2 (2021)
Publisher : Perkumpulan Dosen Muda Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37638/hanoman.v2i2.309

Abstract

This study aims to determine the relationship between arm muscle strength and shot put skills and to determine the relationship between bullet resisting skills at SDN 80 Central Bengkulu. So the population in this study were students of Class V SD Negeri 80 Central Bengkulu, amounting to 20 people. The results showed that through a simple correlation test, the rcount value of 0.767 was greater than the rtable value with N 20 with a value of rxy = 0.767 r (0.05) n (11) = 0.444 and a significant level of 0.05, which is Lo 0.767 Ltable 0.444 for Arm Muscle Strength and Lo 0.576 Ltable 0.444 for the ability to put down bullets.
ANALYSIS OF SEPAK TAKRAW TRAINING PROGRAMS IN SMA NEGERI KEBERBAKATAN OLAHRAGA BENGKULU PROVINCE Ice Trisna Wati; Martiani Martiani
Hanoman Journal: Physical Education and Sport Vol 1, No 1 (2020)
Publisher : Perkumpulan Dosen Muda Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37638/hanoman.v1i1.18

Abstract

This study aims to find out the implementation of sepak takraw training program by applying the tringulation method namely interview, observation and documentation study guidelines on athletes at SMA Keberbakatan Olahraga ofBengkulu Province. The type of research is a qualitative. The subjects of this study were 12 athletes at  SMA Keberbakatan Olahraga of Bengkulu Province. Based on the results of the study , it can be concluded that the implementation of sepak takraw training program involves the coach directly. The coach provides training to athletes every Monday to Friday which is conducted twice a day, namely morning from 05:30 to 07:30 WIB and in the afternoon that is 16:00 to finish. Furthermore, the sepak takraw training program at SMA Keberbakatan Olahraga of Bengkulu Province has been programmed and continuous. This can be proven from the training program, training schedule and the coach who handle the training and implementation.
KEMANDIRIAN BELAJAR MAHASISWA PENJAS MENGGUNAKAN MEDIA GOOGLE CLASSROOM MELALUI HYBRID LEARNING PADA PEMBELAJARAN PROFESI PENDIDIKAN DI MASA PANDEMI COVID-19 Azizatul Banat; Martiani .
Jurnal Teknologi Pendidikan (JTP) Vol 13, No 2 (2020): Oktober - Jurnal Teknologi Pendidikan
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtp.v13i2.20147

Abstract

Abstrak: Penelitian ini bertujuan untuk mengetahui kemandirian belajar mahasiswa Penjas menggunakan media google classroom melalui hybrid learning pada pembelajaran profesi pendidikan di masa pandemi COVID-19. Populasi dalam penelitian ini adalah mahasiswa Pendidikan Jasmani Fakultas Keguruan dan Ilmu Pendidikan Universitas Dehasen Bengkulu Semester II Tahun Akademik 2019/2020. Pengambilan sampel menggunakan random sampling dengan sampel penelitian berjumlah 80 orang merupakan mahasiswa A1 dan A2 Program Studi Pendidikan Jasmani Fakultas Keguruan dan Ilmu Pendidikan Universitas Dehasen Bengkulu. Teknik pengumpulan data menggunakan triangulasi menggunakan angket, wawancara dan pengamatan. Hasil penelitian menunjukkan bahwa rata-rata tingkat kemandirian belajar mahasiswa menggunakan media Google Classroom melalui Hybrid Learning pada pembelajaran profesi pendidikan di masa pandemi Covid-19 ini adalah sangat kuat berada pada nilai rata-rata indikator: percaya diri (81,82), disiplin (83,5), inisiatif (81,44), Tanggung Jawab (85,94), Motivasi (85,25), sehingga rata-rata indikator kemandirian belajar adalah 83,59. Dari hasil tersebut dapat diinterpretasikan berdasarkan rentang skala kriteria interpretasi skor tingkat capaian responden, maka interpretasi kemandirian belajar mahasiswa Penjas menggunakan Media Google Classroom Melalui Hybrid Learning pada Pembelajaran Profesi Pendidikan di masa pandemi Covid 19 adalah sangat kuat. Kata Kunci: kemandirian belajar, google classroom, blended learning, percaya diri, disiplin, inisiatif, tanggung jawab, motivasi. Abstract: This study aims to determine independent learning of Physical Education students use Google Classroom media through hybrid learning in the Educational Profession learning during the COVID-19 pandemic. The population in this study were students of Physical Education, Faculty of Teacher Training and Education, The University of Dehasen Bengkulu, Semester II of the Academic Year 2019/2020. Sampling techniques using random sampling with a research sample of 80 students of A1 and A2 classes of the Physical Education Study Program of the Teaching Training and Education Faculty of Dehasen Bengkulu University. Data collection techniques using triangulation: questionnaires, interviews and observations. The results showed that the average level of student learning independence using google classroom media through hybrid learning in of the educational profession learning during the COVID-19 pandemic was very strong at the average value of indicators: self-confidence (81.82), discipline ( 83.5), initiative (81.44), responsibility (85.94), motivation (85.25), then the average indicator of independent learning is 83.59. From these results it can be interpreted based on the scale range of the criteria for interpretation of the score of the respondent's level of achievement, then the interpretation of learning independence of Physical Education students using Google Classroom Media through Hybrid Learning in Educational Professional Learning during the Covid 19 pandemic is very strong.Keywords: independent learning, google classroom, hybrid learning, confidence, discipline, initiative, responsibility, motivation.
Kontribusi Kekuatan Otot Lengan terhadap Keterampilan Smash dalam Permainan Bola Voli Supriyanto Supriyanto; Martiani Martiani
Gelanggang Olahraga: Jurnal Pendidikan Jasmani dan Olahraga Vol 3 No 1 (2019): Gelanggang Olahraga: Jurnal Pendidikan Jasmani dan Olahraga
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (600.536 KB) | DOI: 10.31539/jpjo.v3i1.829

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This study aims to determine the contribution of arm muscle strength to smash skills in the game of volleyball on extracurricular activities at SMA Negeri 2 Seluma. This study uses the correlation method, which is a correlation analysis technique with product moment statistics, this study uses a sample of 24 students taken by purposive sampling technique. Students have the level of arm muscle strength in the adequate category with an average of 13.46 and the level of smash skills have a level of smash skills in the good category with an average of 18.33, t-count ≥ t-table is 7.62 ≥ 2 .07 at the significance level α = 0.05 (0.5%). Thus it can be concluded that there is a significant relationship between arm muscle strength and smash ability Keywords: Arm Muscle Strength, Smash Skills
Penerapan Media Pembelajaran Audio-Visual dalam Meningkatkan Hasil Belajar Senam Guinness World Records (Gwr) pada Mahasiswa Penjas universitas Dehasen Bengkulu Hendra Irawan; Martiani Martiani; Supriyanto Supriyanto
e-SPORT: Jurnal Pendidikan Jasmani, Kesehatan dan Rekreasi Vol 1 No 1 (2020): e-SPORT: Jurnal Pendidikan Jasmani, Kesehatan dan Rekreasi
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (228.098 KB) | DOI: 10.31539/e-sport.v1i1.1420

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The research aimed to determine the learning outcomes of Guiness World Records (GWR) gymnastics using audio-visual learning media scientifically. This research is a classroom action research (PTK) with 44 research subjects from the FKIP Phisical Education Study Program Dehasen University of Bengkulu. This class action research procedure is: (1) planning (2) implementing class actions (actions), (3) observation and reflection in each cycle. In the first cycle, student learning outcomes that reached a minimum score (60) were 25 people with a mean value of 63.43 and a success rate of 56.8% of the total number of samples. The study continued in cycle II, with student learning outcomes of 38 people exceeding the minimum grade with a success rate of 86.4% of the total sample. With these results it can be concluded that the learning carried out gives positive results, namely improving student learning outcomes and the research is declared successful because it has reached the classical completeness value of 85%. Kata Kunci : Audio-Visual Learning Media, Gymnastics Learning Outcomes
Kemandirian Belajar Melalui Metode Pembelajaran Project Based Learning Pada Mata Kuliah Media Pembelajaran Pendidikan Jasmani Martiani Martiani
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 3, No 2 (2021): April Pages 250-630
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v3i2.337

Abstract

Kemandirian belajar siswa merupakan suatu proses, dan proses ini hanya dapat dilaksanakan  melalui kegiatan belajar. Model Project Based Learning merupakan pembelajaran inovatif yang berpusat pada peserta didik dan pembelajaran berbasis proyek ini dapat meningkatkan kemampuan berfikir kreatif melalui pengalaman nyata atau simulasi dan menjadi pembelajar yang otonom dan mandiri. Metode penelitian yang digunakan adalah metode penelitian deskriptif dengan pendekatan kuantitatif. Subjek yang digunakan pada penelitian ini sebanyak 78 mahasiswa, yaitu mahasiswa semester VI program studi pendidikan jasmani. Hasil pembahasan mengenai pembelajaran mahasiswa pendidikan jasmani dengan menggunakan metode belajar project based learning diperoleh data megenai indikator kemandirian belajar yaitu untuk indikator a) kemandirian belajar, b) memiliki kepercayaan diri, c) berperilaku disiplin, d) memiliki rasa tanggungjawab, e) berperilaku berdasarkan inisiatif sendiri, dan f) melakukan kontrol diri. Pada pembahasan kemandirian belajar yang timbul dari penerapan metode pembelajaran belajar project based learning yaitu sebesar 76.37% dengan kategori sangat positif. Disimpulkan bahwa mahasiswa program studi pendidikan jasmani mampu melaksanakan proses pembelajaran dengan penuh tanggung jawab, rasa percaya diri dan dapat menyelesaikan permasalahan dengan kerja proyek yang secara tidak langsung melatih untuk bertindak maupun berpikir mandiri dan kreatif pada mata kuliah media pembelajaran penjas
Pengaruh Model Pembelajaran Numbered Head Together (NHT) terhadap Motivasi Belajar pada Permainan Bola Basket Siswa SMP Muhammad Ali Hanafiah; Martiani Martiani; Citra Dewi
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 3, No 6 (2021): December Pages 3500-5500
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (582.902 KB) | DOI: 10.31004/edukatif.v3i6.1655

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Penelitian ini bertujuan untuk mengetahui Pengaruh Model Pembelajaran Numbered Head Together (NHT) Terhadap Motivasi Belajar Pada Permainan Bola Basket Siswa  SMP, dengan subjek berjumlah 50 orang dan terdiri dari dua kelas. (kelas eksperimen dan kontrol). Jenis penelitian ini adalah Pre-Experimental design karena desain ini belum merupakan eksperimen yang sebenarnya, dengan teknik pengumpulan data melalui observasi, dokumentasi, dan kuesioner (Angket). Teknik Pengolahan data menggunakan uji t paired sampel. Ditemukan bahwa, motivasi belajar siswa yang menggunakan model pembelajaran Numbered Head Together (NHT) dengan perolehan persentase 72%, sedangkan motivasi belajar siswa yang menggunakan model pembelajaran konvensional dengan perolehan presentase 56%. Selanjutnya, berdasarkan hasil uji hipotesis dengan menggunakan uji “t” hitung sebesar 2.554 dengan nilai probabilitas (sig) = 0.017 < 0.05, yang berarti hipotesis kerja (Ha) dalam penelitian ini diterima, yaitu terdapat perbandingan motivasi belajar siswa menggunakan Model Pembelajaran Numbered Head Together (NHT) dengan  siswa yang belajar menggunakan model pembelajaran konvensional. Dengan demikian, diperoleh kesimpulan bahwa pembelajaran yang menggunakan Model Pembelajaran Numbered Head Together (NHT) motivasinya lebih tinggi dari pada motivasi siswa yang belajar dengan menggunakan model pembelajaran  konvensional.
Persepsi Mahasiswa Terhadap E-Learning Berbasis Zoom Meeting pada Mata Kuliah Telaah Kurikulum Sekolah Martiani Martiani
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 3, No 6 (2021): December Pages 3500-5500
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (469.255 KB) | DOI: 10.31004/edukatif.v3i6.1414

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E-learning merupakan alternatif pembelajaran ditengah masa pandemi, salah satunya dengan menggunakan aplikasi Zoom meeting yang merupakan salah satu media pembelajaran. Tujuan dari penelitian ini yaitu untuk mengetahui persepsi mahasiswa terhadap pembelajaran during dengan menggunakan aplikasi zoom meeting. Metode penelitian yang digunakan adalah metode penelitian deskriptif dengan pendekatan kuantitatif. Teknik pengumpulan data dilakukan dengan menggunakan kuesioner berbasis Google Form yang dapat diisi secara online. Kuesioner terdiri atas tiga bagian yaitu proses belajar mengajar, kapabilitas (kompetensi dosen), dan sarana dan prasarana dengan total 13 butir pertanyaan. Subjek yang digunakan pada penelitian ini sebanyak 57 mahasiswa, yaitu mahasiswa semester III program studi pendidikan jasmani. Hasil pembahasan mengenai persepsi mahasiswa mengenai pembelajaran during menggunakan aplikasi zoom pada aspek pertama yaitu aspek belajar mengajar yaitu dengan rata-rata 3.53. pada aspek kedua yaitu aspek kompetensi dosen yaitu dengan rata-rata 3.88. Pada aspek ketiga yaitu aspek sarana dan prasarana yaitu dengan rata-rata 3.54. Disimpulkan bahwa persepsi mahasiswa mengenai pembelajaran during menggunakan aplikasi zoom meeting diperoleh data rata-rata 3.65 yaitu dengan kategori baik.
DEVELOPING OF HADANG TRADITIONAL GAME THROUGH PLYOMETRIC TRAINING ON FIFTH GRADE STUDENTS OF SD NEGERI 98 NORTH BENGKULU Supriyanto Supriyanto; Martiani Martiani
Journal Physical Education, Health and Recreation Vol 4, No 1 (2019): Oktober
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/pjkr.v4i1.14031

Abstract

Fighting games are regional games from Indonesia that we can now meet and play with children. This game is a team game consisting of two teams, each team consists of 5-7 people. The core of the game is to confront the opponent so that he can't get past the line with the rules that have been determined. To win a player must collect points by passing the guards from the row to the last row, and vice versa. This study aims to determine the results of the development of the method of plyometric training (Scissor Jump, Stride Jump Crossover, Lateral Bound) and for playing games. Plyometric is a method of training that focuses on movement at high speed. The method used in this study is research-based development (R & D), aimed at developing plyometric training products. The research sample is the fifth grade students of SD North 98 North Bengkulu, amounting to 28 people. In the initial observation researchers have obtained data in the form of pre-tests and the results of interviews from both teachers and students. Based on the results of the study using the plyometric method shows that the basic physical condition of the fifth grade students of North Bengkulu Elementary School 98 in the good category. This is evidenced by the results of cognitive and psychomotor tests that have been conducted on small group trials with the acquisition of a percentage of 20% (2 people) with very good categories, 50% percentage (5 people) with good categories, 10% percentage (1 person) with enough categories and a percentage of 20% (2 people) with less categories. Whereas in large group trials there was a percentage of 21% (6 people) with a very good category, a percentage of 43% (12 people) with a good category, a percentage of 25% (7 people) with enough categories, and a percentage of 11% (3 people) with less category. Thus, it can be concluded that the plyometric method is feasible to be used for fifth grade students of North Bengkulu Elementary School 98. Suggestions to teachers assess that the use of the plyometric method is an alternative in the learning process, especially traditional games.    
Drill and Practice sebagai Metode Pembelajaran Alternatif Meningkatkan Keterampilan Belajar Egrang Siswa Martiani Martiani; Azizatul Banat
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 4, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v4i22021p225

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Abstract: The stilts game is a typical traditional game that is played throughout Indonesia. This play has been shown to contribute positively to student development based on previous research. For this reason, this game must be taught to students, so that students are able to play independently or with friends. This study aims to determine the application of drill and practice in learning carried out at school. There were 23 students in grade V SDN 07 Bengkulu City as research subjects. This research is a classroom action research (CAR) with data obtained through four stages in each cycle, namely planning, acting, observing and reflecting. The results of the study obtained data from the results of the test cycle II, namely the average overall score of 78.8, a maximum value of 91, and a minimum value of 72. have not reached the minimum completeness score of 3 people. Based on the results of class achievement in cycle II of 86.4%, classical completeness has been achieved and the CAR is considered successful and the implementation of the research is stopped..Abstrak Permainan egrang adalah permainan tradisional khas yang dimainkan di seluruh Indonesia. Bermain ini telah terbukti berkontribusi positif terhadap perkembangan siswa berdasar penelitian yang telah dilakukan sebelumnya. Untuk itu permainan ini harus diajarkan kepada siswa, sehingga siswa mampu bermain secara mandiri atau bersama temannya. Penelitian ini bertujuan untuk mengetahui penerapan drill and practice pada pembelajaran yang dilakukan disekolah. Siswa kelas V SDN 07 Kota Bengkulu sebanyak 23 orang sebagai subjek penelitiannya. Penelitian ini adalah penelitian tindakan kelas (PTK) dengan data didapat melalui empat tahap pada setiap siklus yaitu perencanaan (planning), pelaksanaan (acting), pengamatan (observing) dan refleksi (reflecting). Hasil penelitian didapatkan data dari hasil tes siklus II yaitu rata-rata perolehan nilai keseluruhan yaitu 78.8, nilai maksimal 91, dan nilai minimal 72. Dengan tingkat ketuntasan belajar siswa sebanyak 86.4% dengan jumlah siswa 20 siswa yang mencapai skor nilai ketuntasan minimum 75 dan yang belum mencapai skor nilai ketuntasan minimum sebanyak 3 orang. Berdasarkan hasil capaian kelas pada siklus II sebesar 86.4%, maka sudah tercapai ketuntasan klasikalnya dan PTK yang dilakukan dianggap sudah berhasil dan pelaksanaan penelitian dihentikan.