Study purpose. Agility plays an essential role in basketball so increased agility needs to be a concern in the physical conditioning exercises of basketball players. To achieve the best results possible with an exercise, the type and manner of the exercise must be considered. The more varied is the training model offered to athletes, the more will it further encourage athletes not to feel exhausted while training. However, the training model used is still limited to hard textured courts. Though the use of textured fields such as water and sand has an impact other than power load, it lowers the rate of injury. Materials and methods. The method used in this study was a 2 x 2 factorial design experiment. This study involved 36 men's basketball athletes ages 16–18. The leg power instrument used a vertical jump, agility assessment used an agility test, and analysis of this study data used the ANOVA test. Results. (1) the sand exercise method shows higher results than the water exercise method; (2) athletes who have high limb power are better in agility testing than athletes who have low limb power; and (3) there is an interaction of water exercise and sand exercise methods and power of the limbs against agility. Conclusions. The results of this study could prove that sand exercise methods are more effectively used in increasing agility to be an alternative for coaches.
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.
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.
The management of a fitness center needs to apply good management functions in order to improve the quality of its service. HSC Fitness Center is one of the public services which are engaged in physical fitness. The purpose of this study was to determine the impact of the application of management functions on service quality at the HSC Fitness Center Yogyakarta. This research uses qualitative and quantitative approaches (mixed method) with data collection techniques through observation, interview, documentation and questionnaire methods. The data sources of this study consisted of directors, managers, front office staff, fitness instructors and members of the HSC Fitness Center. Data collection on the application of management functions is obtained from observations and interviews with data sources, while data on service quality is known by using an instrument in the form of a questionnaire. Based on the results of research and discussion, it can be concluded that the overall HSC Fitness Center Yogyakarta has implemented management functions in the form of planning, organizing, placing, directing, and controlling optimally. This implementation has a positive impact on service quality which includes several factors: reliability, tangibles, responsiveness, assurance, and empathy.
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).
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