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Page 8 (data 211 to 223 of 223) | Displayed ini 30 data/page
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211 Sport Sciences and Heritage Culture ABS-121

DEVELOPMENT OF THE PHYSICAL CONDITION TEST APPLICATION FOR THE TAEKWONDO SPORT BRANCH IN PPLP NORTH SUMATRA
Mahmuddin (a*), Ade Ros Riza (b), Argubi Silwan (c), Andre Fahrian (c)

Medan State University, Jl. Willem Iskandar, Pasar V Medan Estate


Abstract

This research is development research which aims to design learning media for the basics of coaching science and especially to help in the field of sports science, especially sports achievements in North Sumatra. The media developed is a physical condition test application for the sport of taekwondo for North Sumatra PPLP students in the field of student sports development or what is often referred to as the Student Education and Training Center in North Sumatra. In this application, there are physical condition test items that are intended for monthly talent scouting and physical tests for North Sumatra PPLP students.

Keywords: Physical Condition Test Application

Share Link | Plain Format | Corresponding Author (Mahmuddin S.Pd.,M.Pd)


212 Sport Sciences and Heritage Culture ABS-146

Development of Learning Models Using Media Virtual Reality in Basic Volleyball Courses Based Student Center Learning
Dewi Endriani(a*), Syamsul Gultom (b), Indah Verawati (c), Mhd. Fahmi Sihombing(d)

a) Fakultas Ilmu Keolahragaan, Universitas Negeri Medan
jalan Williem Iskandar, Indonesia
*endriani[at]unimed.ac.id
b) Fakultas Ilmu Keolahragaan, Universitas Negeri Medan
jalan Williem Iskandar, Indonesia
*syamsulgultom[at]unimed.ac.id
c) Fakultas Ilmu Keolahragaan, Universitas Negeri Medan
jalan Williem Iskandar, Indonesia
*indahverawaty[at]unimed.ac.id
d) Fakultas Ilmu Keolahragaan, Universitas Negeri Medan
jalan Williem Iskandar, Indonesia
*mhdfahmisihombing[at]unimed.ac.id


Abstract

This research aims to develop a learning model using virtual reality media based on student center learning basic volleyball courses, ideas from this research is to obtain a student center-based learning model learning using virtual reality media and developed into Sports lecturer^s guide in teaching volleyball courses. Products that The result is a learning model based on student center learning with using virtual reality media. This research was developed by adapting Borg & Gall model educational research and development. Development procedures used includes several stages: 1) analyzing the contents of the product developed, 2) developing the initial game product, 3) expert validation, 4) testing field, 5) product revision Data analysis techniques used in this research in two ways, namely quantitative and qualitative.

Keywords: Keywords: Learning Model, Virtual Reality Media, Student Center Based Learning

Share Link | Plain Format | Corresponding Author (Dewi Endriani)


213 Sport Sciences and Heritage Culture ABS-168

Digitalization of the Competition Learning System
Indra Kasih, Onyas Widiyaningsih, Eva Faridah, Nurhayati Simatupang, Samsuddin

Medan State University, Indonesia


Abstract

ABSTRACT
This research produces research products in the form of learning technology in volleyball competition system courses. This research was conducted at the Faculty of Sports Science, Medan State University. The research was conducted in May 2024. This research sample used expert and student samples. This research uses the Research and Development research method. This research model uses the ADDIE development model, which includes the Analyze, Design, Develop, Implement, Evaluate stages. Data collection techniques in this research used questionnaires and documentation. The development data collection instrument prepared in this research is a questionnaire for media, language and material experts. The data analysis technique used in this research is quantitative descriptive analysis technique. The results of this research include, the learning media expert test concluded that the first expert was 73% and the second test was 89, the first expert learning material expert was an average of 75% and the second expert was 89%. The language expert test concluded that the first expert was 75% and the second test was 89%. small group trials 78% large group trials 91%. The conclusion is that the media can be used in learning volleyball administration systems.

Keywords: Digitalization of Competition System Learning

Keywords: Digitalization of Competition System Learning

Share Link | Plain Format | Corresponding Author (Indra Kasih)


214 Sport Sciences and Heritage Culture ABS-172

Modernization of Volleyball Match Equipment
Onyas Widianingsih1 , Muhammad Ishak 2, Indra Kasih 3, Sinung Nugroho 4

Universitas Negeri Medan


Abstract

This research produces a product in the form of a digital-based volleyball competition device. This research was conducted at the Faculty of Sports Science, Medan State University, Health and Recreation Physical Education Study Program. This research uses the Research and Development research method. with the ADDIE development model, which includes the Analyze, Design, Develop, Implement, Evaluate stages. Data collection techniques in this research use questionnaires and documentation. The development data collection instrument prepared in this research is the Validation Questionnaire for competition experts, learning experts and language experts. Trials on students were carried out using small group and large group tests. The results of the testing phase were as follows: The first match expert test had an average percentage of 72% in the feasible category, the second match expert test had an average percentage of 88% in the very feasible category with an increase of 16%. The first learning expert test had an average percentage of 78% in the appropriate category, the second learning expert test had an average percentage of 90% in the very appropriate category with an increase of 12%, the first language expert test had an average percentage of 74% in the appropriate category, the second language expert test had an average percentage of 90 The % category is very feasible with an increase of 16%. The small sample test has an average percentage of 70% in the feasible category. The large sample average percentage is 91% in the very feasible category. Conclusion, after testing from several experts, small samples and large samples, the scoreboard media is suitable for use in volleyball matches.

Keywords: Modernization of Volleyball Competition Equipment

Share Link | Plain Format | Corresponding Author (Onyas Widianingsih)


215 Sport Sciences and Heritage Culture ABS-173

Physical Fitness of Children with Special Needs
Nurhayati Simatupang, Albadi Sinulingga, Indra kasih, Dicky Edwar Daulay, Samsuddin Siregar5

Universitas Negeri Medan


Abstract

This research produces an innovative media product to support physical fitness for children with special needs. The research sample used two trials with an initial trial of 35 samples and a second trial of 72 samples. The research design carried out in this research is a type of development research or research and development (R&D). The research model used uses ADDIE which involves model development stages with five steps/development phases including: Analysis, Design, Develop, Implement (Implementation), and Evaluate (Evaluation). From data collection carried out on Media Experts (First) with a total score of 73% in the feasible category. The (second) test from data collection was carried out with a total score of 91%, so the media used was very suitable for use. Learning Expert Test (First) With an average total score of 73%. Second Learning expert test. from the data collection carried out with a total score of 91% with the category very suitable for use. Fitness Expert Test (First) 72 %. Fitness Expert Test (Second) from data collection carried out with a total score of 93% with a very decent category. Linguist Test (First) 74 %. The second media expert test from data collection was carried out with a total score of 93% in the very feasible category. The test carried out on a small sample with a total score of 73% is suitable for use with revision. The Large Sample Test from data collection carried out on a large sample obtained a total score of 92% in the very appropriate category. So it can be concluded that children^s physical fitness can be realized by using tools that have been created.

Keywords: Physical Fitness of Children with Special Needs

Share Link | Plain Format | Corresponding Author (Nurhayati Simatupang)


216 Sport Sciences and Heritage Culture ABS-174

Development of Hockey^s Learning Media Base of Augmented Reality
Syahputra Manik (a*), Ibrahim (b**), Siti Rahima Gultom (c***), Ramlan Sahputera Sagala (d****)

(a) Department of Sports Coaching and Education, Faculty of Sports Science, Medan State University, Medan, North Sumatra, Indonesia.
* putramanik[at]unimed.ac.id
(b) Department of Sports Coaching and Education, Faculty of Sports Science, Medan State University, Medan, North Sumatra, Indonesia.
** ibrahockey[at]yahoo.com
(c) Department of Sports Coaching and Education, Faculty of Sports Science, Medan State University, Medan, North Sumatra, Indonesia.
*** sitigultom[at]unimed.ac.id
(d) Department of Sports Coaching and Education, Faculty of Sports Science, Medan State University, Medan, North Sumatra, Indonesia.
**** ramlan[at]unimed.ac.id


Abstract

The purpose of this research is to develop hockey^s learning media based of augmented reality that will be used in teaching basic hockey techniques to students of basic hockey skills courses. The resulting product is hockey^s learning media besed of augmented reality. This research procedure uses Borg & Gall^s research and development steps which are simplified by changing into five main steps: (1) information gathering (2) product design developed (3) expert validation and revision (4) small-scale field trial and revision (5) large-scale field trial and final product revision. Data analysis techniques used in this research through two ways, namely quantitative and qualitative.

Keywords: Development, Hockey, Learning Media, Augmented Reality

Share Link | Plain Format | Corresponding Author (Syahputra Manik)


217 Sport Sciences and Heritage Culture ABS-178

Standard Application-Based Karateka Physical Test Instrument
Pangondian Hotliber Purba 1, David Siahaan 2, Rafika Ardilla 3, Indra Kasih 4, Nimrot Manalu5

Medan State University, Indonesia


Abstract

This research was conducted at the sports science faculty in the training and athlete karate education study program. The research was carried out from April to May 2024. The small sample was 15 people and the large sample was 65. This research used the Research and Development research method, namely the ADDIE development model, which includes the Analyze, Design, Develop, Implement, Evaluate stages. The research data collection technique was carried out through interviews with experts and athletes using a questionnaire instrument. The following research results obtained the following results: (1). Analyze. (2). Design (Design) (3). Develop (Development) The results of the development stage of the karate athlete physical standard test (a) Expert Validation of Instrument Materials have increased from 75% to 90 with an average increase of 16%. Karate Expert Validation 75% to 92%with an increase of 17%. Physical Standard expert validation from 80% to 92% with an increase of 12%. Language Expert Validation 80% to 89% with an increase of 9% Android application validation 80% to 89% with an increase of 9%. The small group trial was 75% with the category suitable for use. (4). Implementation for a large sample, the overall assessment percentage is 90% with the category very suitable for use. (5). Evaluate, after going through the process of the previous stages, the development of physical karate test standards for kata and media categories received several improvements that had to be made based on the results of the expert assessment.

Keywords: Application-Based Karate Physical Test

Share Link | Plain Format | Corresponding Author (Pangondian Hotliber)


218 Sport Sciences and Heritage Culture ABS-184

ANALYSIS OF TECHNICAL PERFORMANCE AND RECOVERY IN NORTH SUMATERA WRESTLING ATHLETES LONG TERM TRAINING PON XXI/2024
Jan Bobby Nesra Barus, Suranta Pratama Ginting Manik, Abdul Harris Handoko, Faridz Ravsamjani

Universitas Negeri Medan


Abstract

Wrestling is a sport that aims to improve performance. Achievement can be realized by knowing and preparing thoroughly for good technical performance coupled with a recovery level that quickly returns to normal conditions such as before training or competition. This research aims to determine the technical performance and recovery of North Sumatera wrestling athletes in the Long-Term Regional Training Centre for PON XXI/2024. This research method is a quantitative method with a descriptive method, the aim of the descriptive method is to describe or create a systematic, factual and accurate picture of the facts, characteristics and phenomena studied regarding technical performance and recovery in North Sumatera wrestling athletes for the Long-Term Regional Training Centre PON XXI/2024. The subjects in this research were 18 people taken using total sampling technique. The subject will be given a wrestling technique parameter test and then carry out a pulse test. Next, a pulse test will be carried out again to see the level of quality of recovery or recovery from the origin of the pulse. The instruments in this research were wrestling technique parameter tests and pulse tests. The research results show that wrestling technical performance has a maximum score of 88.30 , &#8203-&#8203-a minimum of 70.00 with an mean of 79.71. Recovery or recovery of the pulse after 5 minutes, shows a maximum value of 141 times/minute, a minimum of 110 with an mean of 122.05 . The conclusion of this research is that there is a significant relationship between the level of wrestling technical performance and the quality of recovery or decrease in an athlete^s pulse rate, which is influenced by the technical performance of each athlete. The higher the athlete^s level of technical performance, the better the quality of recovery.

Keywords: Performance, Technique, Recovery, Wrestling, Recovery

Share Link | Plain Format | Corresponding Author (Jan Bobby Nesra Barus)


219 Sport Sciences and Heritage Culture ABS-185

Degitalization of Karate Course Learning
Sanusi Hasibuan, Indra kasih, Albadi Sinulingga, Dicky Edwar Daulay

Medan State University, Indonesia


Abstract

The aim of this research is to produce a new product in the form of digital-based karate learning media. This research was conducted at the sports science faculty at the Medan State University physical education health recreation study program. The research was carried out from February to May 2024. This sample used tests from experts and 15 as the initial sample and 35 second samples. This research model uses the ADDIE model consisting of five steps. The instrument in this development research is to use data collection instruments, including questionnaires. Research Results: 1. Analyze. 2. Design (Design). 3. Develop The development stage consists of 3 steps, namely for the validation test, the first and second karate experts experience an increase of 10%. For tests by experts, the first and second media experienced an increase of 25%. For the first and second language expert tests there was an increase of 25%. For the expert assessment of the first and second applications, there was an increase of 25%. For small group and large group tests there was an increase of 20%. The conclusion is that the media can be used as a medium for learning karate kata material for students of physical education, health and recreation, Faculty of Sports Science, Medan State University.

Keywords: Digitalization of Karate Media

Share Link | Plain Format | Corresponding Author (sanusi Hasibuan)


220 Sport Sciences and Heritage Culture ABS-186

THE IMPORTANCE OF ADAPTIVE E-MODULES IN 21ST CENTURY EDUCATION
Muhammad Chairad, Saipul Ambri Damanik, Bangun Setia Hasibuan, Amirsyah Putra Lubis

a) Department of Physical Education, Health and Recreation
b) Department of Sports Science

Faculty of Sports Science, Universitas Negeri Medan
North Sumatera, Indonesia


Abstract

Adaptive e-modules are an innovation in education that offers a solution to the challenge of personalizing learning in the current digital era. This article discusses the significance of adaptive e-modules as a tool that changes the way we view and provide learning in the 21st century. Adaptive e-modules integrate technology to dynamically adapt learning content to individual needs, enabling a more effective and relevant learning experience. In addition, this article reviews the long-term benefits of adaptive e-modules in improving academic results, developing competencies, and students^ readiness to face future challenges. However, the implementation of adaptive e-modules also faces several challenges such as adequate technological infrastructure, adequate teacher training, and concerns regarding student data privacy and security. Therefore, this article also discusses strategies to overcome these obstacles and create an educational environment that supports and makes maximum use of technology. As a result, a deep understanding of the importance of adaptive e-modules not only broadens the horizon in terms of inclusive and sustainable education, but also leads to a complete educational revolution in the ever-evolving digital era.

Keywords: Adaptive E-Modules, 21st Century, Education

Share Link | Plain Format | Corresponding Author (Muhammad Chairad)


221 Sport Sciences and Heritage Culture ABS-222

PEMBAURAN APLIKASI E-OBE KOMPONEN KURIKULUM OBE (OUTCAME BASED EDUCATION)
Nurkadri1, Amansyah2, Asep Suharta3, Argubi Silwan4, Mesnan5

1Universitas Negeri Medan nurkadri[at]unimed.ac.id
2Universitas Negeri Medan amansyah[at]unimed.ac.id
3Universitas Negeri Medan asepsuharta[at]unimed.ac.id
4Universitas Negeri Medan argubisilwan84[at]unimed.ac.id
5Universitas Negeri Medan mesnan[at]unimed.ac.id


Abstract

Efektifitas dan efisiensi penyusunan komponen kurikulum OBE yang harus terpadu di program studi, dari hasil pengamatan penulis sering sekali fakultas dan Dosen program studi mendapat masalah mengakses dokumen data komponen kurikulum terutama RPS (Rencana Pembelajaran Semester) agar tersambung antara komponen kurikulum OBE lainnya seperti Sub- CPMK, CPMK dan CPL baik langsung maupun secara tidak langsung. Hal ini membuat fakultas dan dosen Program Studi tidak efektif dalam membuat matriks CPL sebab data CPL dan data kurikulum Profil Lulusan, Bahan Kajian, dan Mata Kuliah tidak terstruktur sehingga tidak bisa diakses dan dipetakan dengan mudah. Begitupun dosen program studi pengampu mata kuliah juga tidak efektif pada penjabaran CPL ke dalam CPMK dikarenakan data CPL yang tidak terstruktur dan batasan dalam aplikasi yang digunakan sebelumnya untuk memastikan bahwa CPMK harus terkait langsung dengan CPL program studi. Fakultas cenderung terkesan lambat saat ini dalam penyusunan kurikulum OBE yang disebabkan technology dan aplikasi yang masih belum di gunakan di Fakultas maupun program studi. Dokumen yang terdiri Data kurikulum terkesan lambat dan tidak terstruktur menyebabkan dokumen data kurikulum berpeluang kesulitan untuk diakses, tidak efisien, dan terintegral tersusun secara keseluruhan dan kolaboratif pada fakultas dan dosen program studi. Tujuan dari penelitian ini untuk menelaah, membuat model, dan pengembangan satu system informasi berbasis web yang diberi nama OBE-A dalam memudahkan program studi untuk menyusun kurikulum dengan berbasis OBE. Metode penelitian ini terfokus mengembangkan Aplikasi pada web program studi dalam menyusun kurikulum OBE secara terpadu, tahapan penelitian menerapkan pendekatan Design Science Research system informasi menggunakan System Development Methodology yang terdiri studi literature, analisis kebutuhan system, model system, penerapan system dan pengujian sistem. Setelah diterapkan OBE-A berbasis web ini teridentifikasi bahwa aplikasi ini telah memenuhi kebutuhan dan sesuai dengan pengguna atau responden. Penyusunan kurikulum dengan berbasis OBE yang tersentral, mudah diakses dan kolaboratif memanfaatkan OBE-A yang digunakan program studi memungkinkan terintegral seluruh dokumen data kurikulum serta lebih efektif dalam penyusunan kurikulum OBE yang dikerjakan.

Keywords: Aplikasi OBE, Capaian Pembelajaran, Outcome based Education

Share Link | Plain Format | Corresponding Author (Nurkadri Nurkadri)


222 Sport Sciences and Heritage Culture ABS-230

Effectiveness of Health Education Course E-Modules Based on Android Applications for Students majoring in Physical Education, Health and Recreation
Abdul Hakim Siregar (a*), Zulaini (b)

a) Physical Education, Health, and Recreation Department, Faculty of Sport Science, Universitas Negeri Medan, Jl. Willem Iskandar / Pasar V, Medan, Sumatera Utara - Indonesia* abdhakim[at]unimed.ac.id
b) Physical Education, Health, and Recreation Department, Faculty of Sport Science, Universitas Negeri Medan, Jl. Willem Iskandar / Pasar V, Medan, Sumatera Utara - Indonesia, zulaini[at]unimed.ac.id


Abstract

The research aims to determine the effectiveness of e-modules for health education courses based on Android applications for students majoring in Physical Education, Health and Recreation. The research method uses quantitative descriptive analysis techniques. Effectiveness data analysis techniques are obtained through Pretest and Posttest results. The research instrument using tests is a measurement tool to obtain information on student learning outcomes applying e-modules for Android Application-Based Health Education courses. The research population of all Physical Education, Health and Recreation students in semester 3 class of 2022 is 180 students consisting of 6 classes (C-I). This research sample was carried out randomly and one class was selected, namely Class G Regular 2022, totaling 32 students. The results of the effectiveness test of the e-module for health education courses based on Android applications showed that the average student score increased from the Pretest, namely 63.75 in the ^Incomplete^ category to the Posttest of 86.25 in the ^Completed^ category. The conclusion of the research is that e-modules for health education courses based on Android applications are effectively applied to students majoring in Physical Education, Health and Recreation.

Keywords: Effectiveness- Health Education- E-Modules- Android- Applications

Share Link | Plain Format | Corresponding Author (Abdul Hakim Siregar)


223 Sport Sciences and Heritage Culture ABS-235

Marine Cultural Festival of Berhala Island, Serdang Bedagai, North Sumatra: challenges, solutions and social impacts
Merdy Roy Sunarya Togatorop1, Aqsa Mulya2, Erizon3, Ifwanul Hakim4

Seni Pertunjukan Universitas Negeri Medan


Abstract

This research was conducted to reveal a new phenomenon of organizing art festivals based on community mutual cooperation or better known as citizen festivals. The rationale for conducting this study is to produce a view and knowledge in seeing the challenges, solutions, and social impacts of citizen festivals. Of course, the results of this study are expected to be a reference and development in the courses of Music Anthropology, North Sumatra Urban Music, and Field Studies in the Performing Arts Study Program, State University of Medan.
The objectives of this study consist of 1) Finding the challenges faced by the organizers in implementing the Pulau Berhala Serdang Bedagai North Sumatra Sea Festival- 2) Describing the organizers^ solutions in facing the challenges of implementing the Pulau Berhala Serdang Bedagai North Sumatra Sea Festival, and 3) Finding the social impact of organizing the Pulau Berhala Serdang Bedagai North Sumatra Sea Festival for the local community.
The method used in this study is a qualitative type with a descriptive approach. Data search is done through interviews, documentation, and literature studies. The research process consists of the preparation stage, data collection stage, data analysis and processing stage, production stage, to the stage of concluding the results.

Keywords: Study, Festival, Art, Society

Share Link | Plain Format | Corresponding Author (Merdy Roy Sunarya Togatorop)


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