Kecemasan menjadi situasi yang tergambar sangat jelas saat menjelang pertandingan, kecemasan tentu menjadi alasan terhadap buruknya performa atlet dilapangan, situasi demikian terjadi pada atlet sepak bola Kabupaten Banyuaisn menjelang Porprov 2017 di Palembang. Tujuan penelitian adalah untuk mengetahui faktor apa saja yang menyebabkan munculnya kecemasan (Anxiety), berapa besar tingkat kecemasan (anxiety) atlet sebelum bertanding. Metode penelitian yang digunakan dalam penelitian ini adalah kualitatif dan kuantitatif. Sampel penelitian berjumlah 20 orang. Teknik pengumpulan data dilaksanakan dengan observasi, kuisioner dan dokumentasi. Teknik analisis data penelitian menggunakan deskripsi persentase. Berdasarkan analisa hasil yang telah di bahas maka penelitian ini memberikan kesimpulan bahwa kecemasan disebabkan oleh kompetitif anxiety, kognitif anxiety dan somatic anxiety. Sebesar 63% atlet mengalami kecemasan sebelum bertanding dan 37% siswa tidak mengalami kecemasan sebelum bertanding baik dari aspek kompetitif anxiety, kognitif anxiety dan somatic anxiety.
This study aims to improve the competence of takraw learning lectures and assist in the field of sports science, especially in the sport of sepak takraw. The media developed in the form of learning applications that are used as teaching materials in online and face-to-face learning.The learning application contains lecture materials in each face-to-face amount in the form of lecture descriptions, video variations of learning, quizzes, and other instructions that support the online learning process. This idea emerged when researchers felt the need to solve problems in the form of student difficulties in mastering learning competencies and as an alternative to learning even though they were not face to face and practiced directly during the ongoing corona virus pandemic. The research method used is a quantitative approach and uses the Research & Development (R & D) method from Sugiono by developing products, testing the effectiveness of products that achieve the desired goals. Outcomes and achievements in this research include conducting reputable international journals indexed by Skopus or Web of Science (Submit/Accepted/Published), appropriate technology, textbooks and speakers at international scientific meetings.
This study is intended to examine the impact of the application of SAVI learning model to improve learning outcomes forehand table Tennis drive. With this research this study aims to determine the impact of the application of SAVI learning model to improve learning outcomes forehand table tennis drive. With this research is expected to improve learning results forehand table tennis drive on students majoring in PJKR FIK-Unimed. Application of this SAVI learning model will help lecturers to determine the appropriate learning stages of the difficulty level, so that the students can master the technique well and also encourage improving learning outcomes. This study uses action research methods developed by Kemis. The research activity plan is conducted with 2 cycles with each cycle consisting of 4 stages; (1) phase 1, do the planning. In this planning the researcher performs the initial test, identification of resource requirement, programming of learning program plan and determination of achievement indicator, (2) second stage, implementation. At this stage, a step-by-step learning process is based on the learning program plan, (3) third stage, observation. At this stage observation is attached to each exercise and perform tests and measurements, (4) fourth stage, do reflection. Reflection is done to find some obstacles and problems and then become the basis for determining activities in the second cycle. Output target in this research is minimal journal with ISSN.
This study aims to find out how effective the success of application-based basketball scorers is in recapturing all events, both personal foul violations, foul teams, score / points etc., according to the FIBA scorer fortofolio in the FIBA match rulebook. The research method used is an experimental method by looking at the differences in the results of the actual scorer records with the results of application-based scorer records. The sample in this study is a student of the Faculty of Sports, Medan State University who took a course in basketball game management. From the results of the research data obtained for personal foul data obtained the value of r Q1 (Quarter round)= 0.9656, Q2= 0.7281, Q3= 0.8668 and Q4= 0.8150, for the foul team data obtained the value of r Q1= 0.9656, Q2= 0.7281, Q3= 0.8668 and Q4= 0.8150, for the data of point 1 score obtained r value Q1= 0.9161, Q2= 0.8989, Q3= 0.9444 and Q4= 0.9048. For the time out data carried out by each team, the values of r Q1 = 1, Q2 = 1, Q3 = 1 and Q4 = 1 from the results of the reliability test, it can be concluded that the scorer application for basketball games can be used to replace the manual scorer that has been used and the level of efficiency is also very high judging from the reliability test category which ranges from strong to very strong.
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