Muhammad Sigit Antoni
Ilmu Keolahragaan, Fakultas Ilmu Keolahragaan, Universitas Negeri Yogyakarta, Jl. Colombo No. 1 Karangmalang, Depok, Sleman, Daerah Istimewa Yogyakarta

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Aplikasi kebugaran dan kesehatan berbasis android: Bagaimana persepsi dan minat masyarakat? Antoni, Muhammad Sigit; Suharjana, Suharjana
Jurnal Keolahragaan Vol 7, No 1: April 2019
Publisher : Program Studi Ilmu Keolahragaan Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (752.746 KB) | DOI: 10.21831/jk.v7i1.21571

Abstract

Teknologi ponsel pintar khususnya dengan sistem operasi android berkembang sangat pesat, termasuk dalam perkembangan aplikasi yang berbasis android. Perkembangan teknologi tersebut mencakup berbagai bidang dalam kehidupan sehari-hari, salah satunya dalam bidang olahraga kesehatan. Tujuan penelitian ini adalah untuk memberikan gambaran tentang persepsi dan minat masyarakat olahraga di Daerah Istimewa Yogyakarta terhadap aplikasi android kategori kebugaran dan kesehatan. Penelitian ini merupakan penelitian deskriptif dengan metode survei. Instrumen yang digunakan dalam penelitian ini adalah angket berbasis web. Penelitian dilakukan dengan melakukan survei terhadap para praktisi keolahragaan, akademisi di bidang olahraga kesehatan, serta masyarakat umum yang berjumlah 62 responden. Hasil penelitian menunjukkan bahwa persepsi responden terhadap aplikasi ponsel pintar sistem operasi android kategori kesehatan dan kebugaran pada kategori Baik Sekali sebesar 4,8%, Baik sebesar 37,2%, Cukup sebesar 22,6%, Kurang sebesar 30,6%, dan Sangat Kurang sebesar 4,8%. Minat responden terhadap aplikasi ponsel pintar sistem operasi android kategori kesehatan dan kebugaran pada kategori Baik Sekali sebesar 12,9%, Baik sebesar 43,6%, Cukup sebesar 29%, Kurang sebesar 11,3%, dan Sangat Kurang sebesar 3,2%. Secara umum, hasil penelitian menunjukkan bahwa persepsi dan minat para praktisi keolahragaan, akademisi di bidang olahraga kesehatan, serta masyarakat umum terhadap aplikasi ponsel pintar sistem operasi android kategori kesehatan dan kebugaran adalah baik. Android application in sport and health: How are societies’s perception and interest? AbstractThe aim of this research was to identify societies’s perception and interest of sport and health android application. It was a descriptive research with survey metode, used web based questionare as the research instruments. The research had done with surveyed sport health professionals, sport health academicians, and the citizens. The number of the subject was 62 respondents. The result of this research showed that societies’s perception of sport and health android application are Very Good at 4,8%, Good at 37,2%, Enough at 22,6%, Less at 30,6%, and Very Less at 4,8%. Societies’s interest of sport and health android application are Very Good at 12,9%, Good at 43,6%, Enough at 29%, Less at 11,3%, and Very Less at 3,2%. In general, the results of the study show that the perceptions and interests of sport health professionals, sport health academicians, and the citizens of sport and health android application is good.
Rockport walking fitness test apps: application of cardiorespiration fitness test with rockport method android based Muhammad Sigit Antoni; Guntur Guntur; Rifqi Festiawan; Arifin Ika Nugraha; Farid Imam Nurhadi
MEDIKORA Vol 20, No 1 (2021): April
Publisher : Faculty of Sports Sciences, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/medikora.v20i1.34960

Abstract

This study aims to develop a feasible Android-based Rockport Walking Fitness Test application. This development research uses the ADDIE development model which consists of four stages of development: analysis, design, development and implementation, and evaluation. The Rockport Walking Fitness Test application contains the application menu, in the form of: (a) homepage, (b) Rockport Test, which contains a description page about the Rockport Walking Fitness Test, (c) guide, contains a guide page for application use and implementation of the Rockport Walking Fitness Test , (d) start the test, the data input page and timer that guides the implementation of the Rockport Walking Fitness Test, which continues to display the results of the Rockport Walking Fitness Test conducted, and (e) about, is a page that contains information about the Rockport Walking Fitness Test application and developer profile. Feasibility of the Rockport Walking Fitness Test application is assessed based on the assessment of material experts, obtained a score of 53.50 from a total score of 56.00 (very feasible category). Appraisal of feasibility by media experts obtained a score of 63.00 from a total score of 68.00 (very feasible category). The assessment of users in small group trials obtained a score of 42.17 from a total score of 52.00 (decent category). In the large group/field trial, the user assessment obtained a score of 49.77 from a total score of 52.00 (very feasible category). ROCKPORT WALKING FITNESS TEST APPS: APLIKASI TES KEBUGARAN KARDIORESPIRASI METODE ROCKPORT BERBASIS ANDROID  AbstrakPenelitian ini bertujuan untuk mengembangkan aplikasi Rockport Walking Fitness Test berbasis Android yang layak. Penelitian pengembangan ini menggunakan model pengembangan ADDIE (Analysis, Design, Development and Implementation, Evaluation) yang terdiri dari empat tahap pengembangan yaitu analisis, perancangan, pengembangan dan implementasi, serta evaluasi. Gambaran umum aplikasi Rockport Walking Fitness Test memuat menu aplikasi, berupa: (a) beranda, (b) Rockport Test, yang berisi halaman deskripsi tentang Rockport Walking Fitness Test, (c) panduan, beirisi halaman panduan penggunaan aplikasi dan pelaksanaan Rockport Walking Fitness Test, (d) mulai tes, yaitu halaman input data dan penghitung waktu yang memandu pelaksanaan Rockport Walking Fitness Test, yang dilanjutkan menampilkan hasil Rockport Walking Fitness Test yang dilakukan, dan (e) tentang, merupakan halaman yang memuat informas mengenai aplikasi Rockport Walking Fitness Test serta profil pengembang. Kelayakan aplikasi Rockport Walking Fitness Test dinilai berdasarkan penilaian ahli materi, diperoleh skor sebesar 53,50 dari skor total sebesar 56,00 (sangat layak). Penilaian kelayakan oleh ahli media diperoleh skor sebesar 63,00 dari nilai skor total sebesar 68,00 (sangat layak). Penilaian para pengguna pada uji coba kelompok kecil diperoleh skor sebesar 42,17 dari nilai skor total 52,00 (layak). Pada uji coba kelompok besar/lapangan, penilaian pengguna diperoleh skor sebesar 49,77 dari nilai skor total 52,00 (sangat layak).
The effect of low impact aerobic exercise on increasing physical fitness for the elderly Cerika Rismayanthi; Muhammad Ikhwan Zein; Rizki Mulyawan; Risti Nurfadhila; Rifky Riyandi Prasetyawan; Muhammad Sigit Antoni
Jurnal Keolahragaan Vol 10, No 1: April 2022
Publisher : Program Studi Ilmu Keolahragaan Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (197.265 KB) | DOI: 10.21831/jk.v10i1.48743

Abstract

This study aimed to investigate the effect of low-impact aerobic exercise on increasing physical fitness for the elderly. This one group of pretest-posttest quasi-experimental research recruited elderly subjects from Sumber Waras Elderly Association in Yogyakarta, Indonesia. Twenty-four elderly subjects aged 60-70 years old participated in the 16 sessions of aerobic exercise intervention. All subjects completed pre-and post-intervention physical fitness tests comprising the aerobic/cardiovascular (CV) endurance (2 minutes step test), upper body strength (arm curl test), lower body strength (chair stand test), upper body flexibility (back scratch test), core and lower body flexibility (sit and reach test) and balance (8 foot up and go test). Changes in physical fitness (post- versus pre-intervention) of the subjects were analyzed using paired T-test. The normality and homogeneity tests were performed using the Kolmogorov Smirnov and Levene’s tests, respectively. Statistical significance was set to p 0.05. This study showed that all physical fitness components, including aerobic endurance, upper and lower body strength, upper and lower body flexibility, and balance, were increased significantly in the subjects (p 0.05). The results suggest that low-impact aerobic exercise positively affects physical fitness improvement in the elderly.
The Problem-Based Learning: How the effect on student critical thinking ability and learning motivation in COVID-19 pandemic? Rifqi Festiawan; Lim Boon Hooi; Prisca Widiawati; I Ketut Yoda; Adi S; Muhammad Sigit Antoni; Arifin Ika Nugroho
Journal Sport Area Vol 6 No 2 (2021): August
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/sportarea.2021.vol6(2).6393

Abstract

In the period of the Covid-19 pandemic, lecturers were confronted with difficulties to give a more intelligent learning model, one of which was a problem-based learning model. The reason for this investigation was to decide the impact of issue put together learning models with respect to understudies' basic reasoning abilities and acquiring inspiration, particularly in actual training learning. This exploration is a genuine test with a randomized pretest-posttest control bunch plan. The population is all understudies of class X, XI, and XII. The testing method utilizes straightforward irregular inspecting. The examples utilized in this examination were 112 individuals. The examination instrument utilized was target tests as various decision inquiries for basic reasoning abilities and mastering inspiration polls. The information investigation utilized was Paired example t-test and Independent example t-test. The consequences of his exploration are there is an impact of issue put together learning models with respect to understudies' basic reasoning abilities. There is an impact of the issue put together learning model with respect to understudy inspiration. The problem-based learning model is more compelling than the immediate showing model for understudies' basic deduction abilities in actual schooling mastering. The model of problem-based learning has a more beneficial outcome than the immediate encouraging model on understudies' learning inspiration in actual schooling learning. From these outcomes, it very well may be presumed that there is an impact of issue put together learning with respect to basic reasoning abilities and understudy inspiration, and issue based learning shows better outcomes contrasted with direct educating.
Teachers’ lesson plan in the implementation of HOTS oriented physical education learning Suhadi Suhadi; Riky Dwi Handoko; Sri Mawarti; Nurhadi Santoso; Muhammad Sigit Antoni; Fitria Dwi Andriyani
Jurnal Keolahragaan Vol 11, No 1: April 2023
Publisher : Program Studi Ilmu Keolahragaan Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v11i1.59655

Abstract

Lesson plan is the main key in learning. This study aims to analyze the lesson plans of High Order Thinking Skills (HOTS) oriented big ball games subject in physical education learning. This is descriptive quantitative research, with document analysis method. 16 lesson plans arranged by 16 teachers from 16 schools in Bantul Regency, Yogyakarta involved in this study. This study analyzes big ball game lesson plans including eight indicators: formulation of indicators, learning objectives, learning methods, learning media, learning materials, learning resources, learning activities, and learning assessments using document analysis guidelines with descriptors ranging from 1-5 scales (very good, good, acceptable, poor, very poor). The data analysis technique uses quantitative descriptive analysis and is presented in percentage. The results showed that the analysis of HOTS-oriented big ball game lesson plans as a whole was included in the sufficient category with a range of eight indicators 29-84. The learning resource component is the component of the lesson plan that has the lowest average of 1.94. The learning activity component is the lesson plan component that has the highest mean of 19.12. It can be concluded that learning resources need the main attention to be improved in order to realize HOTS learning. Therefore, future research should consider the type of game, level of education, region or area, and health conditions due to post-pandemic situations.
PENINGKATAN KETERAMPILAN MOTORIK HALUS MELALUI BERMAIN PLASTISIN DAN TANAH LIAT PADA ANAK USIA DINI Panggung Sutapa; Hadwi Prihatanta; Muhammad Sigit Antoni; Dzikri Nur Hayat; Akbar Firmansyah; Hero Emilio Karuntu; Veri Bagus Istiawan; Akhmad Dwi Bagaskoro; Sugeng Setia Nugroho
MAJORA: Majalah Ilmiah Olahraga Vol 29, No 1 (2023): Maret
Publisher : Faculty of Sport Science, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/majora.v29i1.64474

Abstract

Penguasaan keterampilan motorik halus sangat diperlukan dalam kehidupan sehari-hari. Tujuan penelitian ini adalah untuk mengetahui peningkatan keterampilan motorik halus setelah bermain dengan plastisin dan bermain dengan tanah liat. Metode yang digunakan dalam penelitian ini adalah  eksperimen jumlah sampel 40 orang anak yang diambil dengan cara sampel populasi. Sampel dibagi menjadi 2 kelompok. Kelompok satu mendapat perlakuan bermain plastisin dan satunya mendapat perlakuan bermain tanah liat. Masing-masing kelompok mendapat perlakuan bermain selama dua jam tiap minggu dengan frekuensi tiga kali dalam satu minggu, penelitian dilakukan selama 2 bulan. Instrumen yang digunakan untuk mengambil data motorik halus dengan presisi menggunting kertas, mewarnai gambar berpola, menebalkan huruf dan keterampilan membuat kemiripan objek dengan bahan plastisin dan tanah liat. Data di analisis dengan menggunakan uji t dengan taraf signifikansi 5 %. Hasil penelitian menunjukkan ada peningkatan keterampilan motorik halus secara singnifikan baik yang bermain dengan plastisin maupun bermain tanah lait (P 0.05).IMPROVING FINE MOTOR SKILLS THROUGH PLASTICINE AND CLAY PLAYING IN EARLY CHILDREN AbstractsMastery of fine motor skills is essential in everyday life. The purpose of this study was to determine the increase in fine motor skills after playing with plasticine and playing with clay. The method used in this study was an experimental sample of 40 children taken through a population sample. Samples were divided into two groups. The first group received the treatment of playing with plasticine, and the other group received the treatment of playing with clay. Each group received the treatment of playing for two hours each week with a frequency of three times a week; the study was conducted for two months. Instruments used to retrieve fine motor data with precision cutting paper, coloring patterned pictures, bolding letters, and skills in making objects similar to plasticine and clay. Data were analyzed using the t-test with a significance level of 5%. The results showed that there was a significant increase in fine motor skills both for playing with plasticine and playing with clay (P 0.05).