Fenomena eSport akhir-akhir ini mungkin bisa dibilang sedang naik daun. Ada yang menarik dalam ajang Asian Games 2018. Electronic sport (eSport) masuk sebagai salah satu cabang olahraga (cabor) yang dipertandingkan. E-Sport merupakan olahraga digital yang terorganisir dengan pelatihan khusus seperti halnya atlet profesional sepak bola, bulutangkis, ataupun basket. Pertama kali budaya eSport berkembang adalah dari sebuah kompetisi game. Menariknya, kompetisi game ini bahkan sudah ada sejak lama, tepatnya pada tahun 1972, pada masa yang mungkin ketika itu komputer masih amat jarang, tak ada internet, dan belum ada banyak judul video game. Indo Game kemudian menjadi pintu pertama bagi masuknya kompetisi game berskala internasional di Indonesia dengan menjadi event organizer (EO) kejuaraan World Cyber Games (WCG) pada Tahun 2002. Penetapan eSport sebagai cabor telah disepakati Lembaga Olahraga Olimpiade Asia (Olympic Council of Asia/OCA) sejak 17 April 2017. Cabang eSport kemudian mulai diperkenalkan pada perhelatan 5th Asian Indoor and Martial Art Games (5th AIMAG) yang berlangsung di Ashgabat, Turkmenistan, pada September 2017. Dalam dunia olahraga eSport bisa masuk dalam kategori olahraga yang melibatkan motorik halus, layaknya permainan catur dan bridge. Sementara olahraga pada umumnya merupakan aktivitas olahraga yang banyak melibatkan motorik kasar. E-Sport masih dapat digolongkan sebagai kategori olahraga. IeSPA perlu komunikasikan tingkat lanjut ke KEMENPORA, KOI maupun KONI terkait keberadaan dalam organisasi olahraga yang dinaungi. Kompetisi eSports di Indonesia lebih sering diadakan. E-Sport in the Current Sports Phenomenon AbstractThe eSport phenomenon lately might be said to be on the rise. There is something interesting in the 2018 Asian Games. Electronic sport (eSport) entered as one of the sports that are contested. E-Sport is an organized digital sport with special training such as professional soccer, badminton, or basketball athletes. The first time the eSport culture developed was from a game competition. Interestingly, this game competition even existed a long time ago, precisely in 1972, at a possible time when computers were still very rare, there was no internet, and there were not many video game titles. Indo Game then became the first door for the entry of international-scale gaming competition in Indonesia by becoming an event organizer (EO) of the World Cyber Games (WCG) championship in 2002. The establishment of eSport as a sport was agreed upon by the Asian Olympic Sports Institute (Olympic Council of Asia / OCA) since 17 April 2017. The eSport branch was then introduced at the 5th Asian Indoor and Martial Art Games (5th AIMAG) event which took place in Ashgabat, Turkmenistan, in September 2017. In the world of sports eSport can be included in the category of sports that involve fine motor skills, like chess and bridge games. While sports in general are sports activities that involve a lot of gross motor skills. E-Sport can still be classified as a sports categories. IeSPA needs advanced communication to KEMENPORA, KOI and KONI regarding the presence in shaded sports organizations. ESports competitions in Indonesia are more often held.
Penelitian ini bertujuan untuk mengetahui perbandingan metode pembinaan cabang bulutangkis antara Yogyakarta, Indonesia dengan Ottapalam, India. Penelitian ini menggunakan metode deskriptif, Desain yang digunakan dalam penelitian ini adalah observasi lapangan. Populasi dalam penelitian ini adalah pemain di CSN Badminton Academy India yang berjumlah adalah 32 atlet dan atlet di PB Wiratama Jaya Yogyakarta yang berjumlah 28 atlet. Pengambilan sampel dalam penelitian ini dengan menggunakan yaitu human instrument atau yang dikenal sebagai peneliti kualititatif. Peneliti merupakan instrumen itu sendiri, dengan kata lain peneliti juga perlu “divalidasi” seberapa jauh peneliti kualitatif siap melakukan penelitian yang selanjutnya turun ke lapangan (Sugiyono, 2011: 222). Adapun jenis data yang digunakan pada penelitian ini yaitu data sekunder dan data primer dari kedua klub. Hasil penelitian menunjukkan bahwa (1) PB. Wiratama Jaya Yogyakarta dan CSN Badminton Academy India memiliki jenis latihan shadow yang sedikit berbeda. CSN Badminton Academy India menggunakan teknik lompatan saat kembali ke posisi awal. Sedangkan PB. Wiratama Jaya Yogyakarta tidak menggunakan teknik lompatan. (2) PB. Wiratama Jaya Yogyakarta memiliki atlet yang patuh terhadap peraturan karena persaingan yang ketat. Sedangkan CSN Badminton Academy India memiliki atlet yang kurang patuh terhadap jam berlatih yang disebabkan jauhnya tempat latihan. (3) CSN Badminton Academy India memiliki susunan kepengurusan yang baik serta memiliki bukti fisik. Sedangkan PB. Wiratama Jaya Yogyakarta kurang melengkapi bukti fisik kepengurusan. AbstractThis study aims to compare the method of developing badminton branches between Yogyakarta, Indonesia and Ottapalam, India. This research uses descriptive method, the design used in this study is field observation. The population in this study were 32 players at CSN Badminton Academy in India and 28 athletes in PB Wiratama Jaya Yogyakarta. Sampling in this study using human instruments or known as qualitative researchers. The researcher is the instrument itself, in other words, the researcher also needs to be "validated" to what extent the qualitative researcher is ready to conduct research which then goes to the field (Sugiyono, 2011: 222). The types of data used in this study are secondary data and primary data from the two clubs. The results showed that (1) PB. Wiratama Jaya Yogyakarta and CSN Badminton Academy India have a slightly different type of shadow training. CSN Badminton Academy India uses the jump technique when returning to starting position. Whereas PB. Wiratama Jaya Yogyakarta does not use jumping techniques. (2) PB. Wiratama Jaya Yogyakarta has athletes who abide by regulations because of intense competition. Whereas CSN Badminton Academy India has athletes who are not obedient to the practice hours due to the training grounds. (3) CSN Badminton Academy India has a good management structure and physical evidence. Whereas PB. Wiratama Jaya Yogyakarta did not complete the management's physical evidence.
Penelitian ini bertujuan mengembangkan alat berupa rocking bike untuk mengoptimalkan keseimbangan tubuh pada anak usia dini sebagai alat bantu latihan yang dapat memberikan keefektifan. Metode penelitian menggunakan Research and Development (RD) dengan 8 tahapan, yaitu identifikasi potensi dan masalah, pengumpulan informasi, desain produk, pembuatan produk, validasi ahli, revisi produk, uji coba, produksi akhir. Teknik analisis data penelitian berbentuk deskriptif kualitatif dan kuantitatif yang di olah dengan menggunakan rumus presentase. Hasil penelitian menunjukkan kelayakan pengembangan rocking bike untuk mengoptimalkan keseimbangan tubuh pada anak usia dini dengan validasi ahli materi satu (87,5%), ahli materi dua (95,8%), ahli media satu (97,5%), ahli media dua (87,9%), uji coba lapangan dari segi materi (87,7%), dari segi desain alat (93,0%), dari segi materi dan alat dengan total (90,4%). Kesimpulan rocking bike dinyatakan layak digunakan sebagai alat bantu latihan untuk mengoptimalkan keseimbangan tubuh pada anak usia dini. DEVELOPMENT OF ROCKING BIKE FOR OPTIMIZING THE BODY BALANCE IN EARLY CHILDHOODAbstractThis research aims to develop a tool in the form of a rocking bike to optimize the body balance in early childhood as a training aid that can provide effectiveness. The research method used Research and Development (RD). The research steps were taken from Sugiyono's research consisted of 10 steps, the researcher only took a few steps: identification of potentials and problems, gathering information, product design, product manufacturing, expert validation, product revision, testing, final production. The data analysis used descriptive qualitative and quantitative techniques in the form of percentaes. The results show the feasibility of developing the rocking bike to optimize body balance in early childhood with the validation of material expert 1 at (87.5%), material expert 2 at (95.8%), media expert 1 at (97.5%), media expert 2 at (87.9%), field trials in terms of material at (87.7%), in terms of tool design at (93.0%), in terms of materials and tools with a total (90.4%). These results indicate that the rocking bikes can be used as an exercise assistance to optimize the body balance in early childhood.
the purpose of this study was to determine the effects of plyometric training (dynamic and static plyometric training) on the speed of YUSO Sleman athletes. The sample of 18 volleyball athletes divided into two group (dynamic plyometric group and static plyometric group). In addition, speed performance was assessed by a 35-meter speed run test. This study is considered an experimental research design. A paired test was used to define the effects of plyometric training (dynamic and static plyometric training) on a speed of YUSO Sleman athletes. Independent t-test was used to evaluate the different effect of dynamic and static plyometric training. The analysis data result showed that is no significant effect of dynamic plyometric training on speed (p= 0,134); no significant effect of statistic plyometric training on speed (p= 0,176), and no significantly different effect of dynamic and statistic plyometric training on speed (p= 0,214). The data result suggests that plyometric training did not effective to improve speed.
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