This study aims to analyze the effect of the movement coordination learning model on the development of basic motor movements in elementary school-aged children. A total of 50 students became research subjects taken randomly from a total population of 83 people. This study uses an experimental model with "one group pre-test-post test design". The instrument used in this study was the Basic Motor Movement test, which consisted of agility tests, standing long jumps, wall fittings using tennis balls, sprints, flexibility, upright jumps, running coordination, and static balance tests. Data analysis used a statistical approach through SPSS series 20. This study concludes that the Movement Coordination Learning Model affects essential motor development in elementary school-age children. A program recommendation in the future should be planned and prepared for a long-term program to enable children to develop their fundamental motor movements and bring them to the point where they will be ready to improve their abilities at the next level because they have a strong foundation in their psychomotor development phase.
Perkembangan ilmu pengetahuan dan teknologi menuntut para penyelenggara kegiatan olahraga untuk melakukan inovasi dalam menghadirkan suatu pertandingan yang efektif dan efisien. WKF (World Karate Federation) telah mengeluarkan peraturan terbaru untuk sistem penilaian nomor “kata” dalam pertandingan karate. Dengan demikian penulis menciptakan sebuah inovasi berupa aplikasi berbasis android untuk pencatat skor pertandingan. Metode yang digunakan dalam penelitian ini adalah RD dengan menempuh beberapa langkah hingga aplikasi ini tervalidasi dan dikembangkan hingga menghasilkan produk. Dalam penelitian digunakan sampel sebanyak sepuluh atlet nomor “kata” dalam cabang olahraga karate. Hasil penelitian menunjukan bahwa penggunaan teknologi aplikasi Karate Scoring System efektif digunakan sebagai alat penilaian dan evaluasi pertandingan karate nomor “kata”. Hasil tersebut diperoleh dari validasi application test sebesar 0.955 dengan nilai Sig 0.000 0.05. Reliabilitas untuk application test sebesar 1.000 dengan nilai Sig 0.000 0.05. dengan demikian dapat disimpulkan bahwa aplikasi scoring system memiliki validasi yang tinggi untuk digunakan dalam pertandingan. Dengan menggunakan aplikasi karate scoring system waktu dalam satu rangkaian pertandingan “kata” menjadi efektif dengan tingkat perbedaan sebesar 40% dibandingkan menggunakan lembar penilaian manual. Namun dalam pelaksanaan uji coba produk ditemukan kesulitan dalam hal koneksifitas jaringan internet dengan prangkat yang digunakan. KARATE SCORING SYSTEM: Floating Android-Based Scoring Application AbstractThe development of science and technology requires the sports organizers to innovate in presenting an effective and efficient competition. WKF (World Karate Federation) issued the latest regulations for the "KATA" number rating system in karate matches. Thus, the author creates an android-based application for recording match scores as one method to calculate the scores. The method used in this research was RD by taking several steps until the application was validated and developed into a product. Ten athletes of "KATA" were joint as participants. The results showed that the use of the Karate Scoring System application was effectively used to calculate the "KATA" scoring in karate. The results were obtained from the application test validation of 0.955 with a Sig value of 0.000 0.05. Reliability for the application test was 1,000 with a Sig value of 0,000 0.05. Thus, it can be concluded that the scoring system application has high validation to be used in matches. The karate scoring application produces 40% time more effective compared to the manual scoring sheet. However, internet network connectivity in the device may become an issue for this trial application.
This study aims to determine the Physical Activity and Healthy Lifestyle of Physical Education students during the Covid-19 pandemic. The method used in the research is a quantitative descriptive method with a survey research design. The population used in this study were PGSD Physical Education students, then the researchers used the Proportionate Stratified Random Sampling technique by determining a sample of 40 people. This study indicates that the physical activity variable produces three indicators, namely light, moderate and heavy physical activity, which can be obtained 17.5% on the excellent category, 45% in the excellent category, and 37.5% in the less category. So physical activity for physical education students during the COVID-19 pandemic is categorized as sufficient. The results of the healthy living behavior variable produce five indicators, namely behavior towards food and drink, personal habits, environmental hygiene, illness and disease and the balance between rest and sports activities can be obtained 7.5% excellent category, 25% good category, 40% moderate category, 15% in the poor class and 12.5% in the inferior type. So the healthy living behavior of physical education students during the COVID-19 pandemic is categorized as sufficient. So that physical activity and healthy living behavior for physical education students during the COVID-19 pandemic both went quite well.
Learning at school must be effective; sometimes, some obstacles make students want to avoid participating in sports learning because of internal and external deficiencies. The method used in this research is an experimental method with a one-group pretest-posttest design. The population in this study were 30 students of class VI at SDN Biru II using a systematic sampling technique. This study aimed to determine how much influence the play-jumping approach had on increasing the Physical Literacy of elementary school children. The method was to provide treatment for 12 meetings and use a questionnaire on motivation, self-confidence, physical competence, knowledge, and understanding of student learning. Data analysis techniques used the Normality Test and one sample t-test. All calculations were calculated using a software application. IBM SPSS stats 18. Based on the Determination test or R Square from the pre-test to the post-test results, it has a significant effect on the implementation of physical literacy activities that has a good influence on children's physical literacy. The results showed that the game-jumping learning approach positively increased students' physical literacy in physical education learning.
The Covid-19 pandemic that suddenly appeared at the beginning of 2020 spread quickly throughout the world, including in Indonesia. Social restrictions to prevent the transmission of Covid-19 eliminate the essential characteristics of humans and individuals who need to move to maintain their existence as biological and social beings. The effect of inactivity includes a decrease in health quality and an increase in the illness rate. Therefore, this study aimed to examine physically active behavior to fill spare time during restrictions in the Covid-19 pandemic. Related to physical activity behavior from a psychological perspective, motivation to practice in leisure time is seen as a predictor for involvement in physical activity. The participants of this study were Elementary School students aged 10-12 years old, seen as the critical transition stage of physical and psychological development. The number of male and female samples, each consisting of 50 people, were selected through convenience sampling. They were voluntarily willing to be a respondent to answer a self-report process using the motivation to practice in free time scale (MBWL). The construct validity of the scale had met the requirements as well as the internal consistency of each item. The results of the study showed that male students' motivation to practice in their free time was higher than female students.
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