Ayub Tatya Admaja
Universitas Mercu Buana Yogyakarta

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

PERKEMBANGAN E-SPORT PADA PELAJAR REMAJA USIA 13-16 TAHUN PADA MASA PANDEMI COVID-19 Ayub Tatya Admaja; Yulis Agung Saputro
Journal Physical Health Recreation (JPHR) Vol 2 No 1 (2021): Journal Physical Health Recreation
Publisher : Program Studi Pendidikan Jasmani Kesehatan dan Rekreasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55081/jphr.v2i1.521

Abstract

E-Sport is part of a sport that has grown rapidly in the last 5 years and is a sport that is supported by the government in developing rapidly. The dilemma that occurs is that a student's psychic and physical changes are due to reduced physical activity and social contact due to more work from home or study at home. Researchers try to explore the consequences of student activities that are required to study at home due to the corona virus. The positive and negative impacts or pros and cons in the COVID-19 pandemic can be a blessing or a disaster depending on the perspective of the mind. Researchers try to examine the development of e-sports which is now starting to become popular and even an addiction for all ages from children to adults, and is supported by many athletes who have achieved world-class achievements in FIFA or Pro Evolution Soccer, PUBG, and other online games. The problem from the research is the basis why researchers are interested in researching by using a survey method to the point of view of students and the point of view of parents and the point of view of teachers / lecturers about the development of e-sports which is very popular today. This research data is on a regional scale such as the province of Yogyakarta and if possible will be distributed via google form to all corners of the country so that the data obtained is more diverse according to the point of view of each region according to the culture and circumstances of each region. This research will be very interesting because the issue taken is a national issue in the world of sports today. From this study, it can be concluded that children aged 13-16 years like to play online games, because: 1) Repel boredom 50%, 2) Gathering with friends 30%, 3) Get 20% achievement. Judging from the data, it is clear that the goals of E-Sport have not been fully achieved in Indonesia. Because it should be clear with Esports to hone intelligence thinking quickly and precisely by playing some games.
Tingkat Kebugaran Jasmani Mahasiswa UKM Taekwondo Putra Universitas Mercu Buana Yogyakarta Ayub Tatya Admaja; Ardhika Falaahudin
JSH: Journal of Sport and Health Vol 1, No 1 (2019)
Publisher : Universitas Mercu Buana Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (268.649 KB) | DOI: 10.26486/jfp.v1i1.978

Abstract

Semua mahasiswa UKM taekwondo wajib memiliki kebugaran jasmani yang baik. Karena dalam latihan banyak mengandung unsur fisik, jadi mahasiswa UKM taekwondo dituntut untuk memiliki stamina dan kebugaran yang baik. Salah satu contoh aktivitas yang wajib dan tidak bisa ditolak mahasiswa yaitu berlari. Tujuan dari penelitian ini adalah untuk mengetahui tingkat kebugaran jasmani mahasiswa UKM taekwondo putra Universitas Mercu Buana Yogyakarta. Penelitian ini adalah penelitian deskriptif, yaitu dalam penelitian ini peneliti hanya ingin menggambarkan situasi yang ada pada saat ini tanpa mengadakan pengujian hipotesis. Instrumen dan teknik pengumpulan data yang digunakan adalah tes lari 12 menit dari Kenneth Cooper. Data yang diperoleh kemudian dikonversikan dengan tabel Kennet Cooper untuk mengetahui kategori tingkat kebugaran jasmaninya.