Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan Game Smart Shape terhadap kemampuan berpikir logis anak usia 5–6 tahun di TK Al-Kautsar Indralaya. Penelitian dilakukan menggunakan pendekatan kuantitatif dengan desain pre-eksperimental (one-group pretest–posttest) yang melibatkan 16 anak kelompok B yang dipilih melalui teknik total sampling. Hasil penelitian menunjukkan adanya …
This study aims to determine the effect of number bottle cap media on the number sequencing ability of children aged 4–5 years at TK Islam Al-Furqon Pedamaran. The research employed a quantitative experimental approach using a one-group pretest–posttest design involving 16 children selected through total sampling. Data were collected through observation sheets and documentation, and were an…
Penelitian ini bertujuan untuk mengetahui hubungan koordinasi mata-tangan, kekuatan otot lengan terhadap kemampuan servis atas permainan bola voli pada siswa kelas XI. Penelitian ini menggunakan pendekatan kuantitatif dengan desain korelasional. Subjek penelitian adalah siswa kelas XI yang telah mendapatkan materi permainan bola voli. Teknik pengambilan sampel menggunakan purposive sampling. In…
Ekstrakurikuler adalah kegiatan pendidikan di luar jam pelajaran kurikulum standar yang bertujuan untuk mengembangkan bakat, motivasi, potensi, dan karakter siswa. Penelitian ini bertujuan untuk mengetahui tingkat motivasi siswa dalam mengikuti kegiatan ekstrakurikuler permainan bola voli di SMA Negeri 4 Pagar Alam serta menganalisis faktor-faktor yang mempengaruhi. Jenis penelitian yang diguna…
Children’s ability to match numbers with number symbols remains a challenge ini early numeracy learning at the kindergarden level. Preminary observations conducted at TK Angkasa Lanud Palembang revealed that most children in Group A had not yet been able to consistently associate quantities with their corresponding number symbols. This Condition resulted in less optimal learning activies, as …
This research aims to find out how to apply modifications to the traditional engklek game in grade 2 elementary school students to improve gross motor skills, implement the development of students' social and cooperative abilities during the process of playing the modified traditional game engklek in grade 2 students at Prabumulih State Elementary School 29 and measure motor development. rude t…
Pendidikan jasmani adalah suatu proses pembelajaran melalui aktivitas jasmani yang didesain untuk meningkatkan kebugaran jasmani, mengembangkan keterampilan motorik, pengetahuan, perilaku hidup sehat, aktif, sikap sportif dan kecerdasan emosi. Pengalaman belajar yang disajikan akan membantu siswa untuk memahami bagaimana cara melakukan gerakan yang aman, efektif dan efisien. Penelitian ini bert…
Skripsi penelitian ini berjudul “Penguruh Latihan Beban Pada Lengan Terhadap Kemampuan Pas Bawah Pada Cabang Olahraga Bola Voli Putra di SMP Negeri 6 Talang Ubi Kelas VIII” Tujuan penelitian ini adalah untuk mengetahui Pengaruh dari Latihan Beban pada Lengan terhadap Kemampuan Pas Bawah Pada Cabang Olahraga Bola Voli Putra di SMP Negeri 6 Talang Ubi kelas VIII. Jenis penelitian ini adalah e…
Penelitian ini beijudul “Upaya Peningkatan Pembelajaran Permainan Bola Voli dengan Pendekatan Bermain Pada Siswa Kelas X. A SMA Negeri 9 Palembang Melalui Modifikasi Sarana dan Prasarana”. Tujuan penelitian ini adalah untuk mengetahui apakah dengan menggunakan metode bermain dalam pembelajaran permainan bola voli melalui modifikasi sarana dan prasarana pada siswa kelas X. A SMA Negeri 9 Pal…
Penelitian ini berjudul “Pengaruh latihan Loncat Mengangkat Lutut ( Knee Lift Jump ) Terhadap Daya Ledak Otot Tungkai Pemain Bola basket Putra di SMA Srijaya Negara Palembang”. Rumusan masalah penelitian ini adalah apakah ada pengaruh latihan Loncat Mengangkat Lutut ( Knee Lift Jump ) terhadap peningkatan daya ledak otot tungkai pada pemain basket putra di SMA Srijaya Negara Palembang?. Sed…
Difficulty adjustment in games is one of the key factors that influences player experience. A 2D shooter game that is too easy or too difficult may prevent players from receiving proper feedback due to being unable to complete the game, so difficulty adjustment is necessary. Therefore, a system is needed to automatically and dynamically adjust the game’s difficulty based on the player’s ski…
The aim of this research is to find out the factors causing the erosion of traditional gaming culture in Talang Dukun Ogan Ilir village. This type of research uses qualitative research with a descriptive approach. The research subjects were six people consisting of children, parents, village elders and village officials. Data collection techniques were carried out through observation and interv…
This study analyzes the behavior of Sriwijaya University students as fans of the game Mobile Legends: Bang Bang (MLBB) using a qualitative phenomenological approach through in- depth interviews, participant observation, and documentation. The results show that students’ involvement in MLBB is not only for entertainment but also serves as a means of forming social identity, enhancing communica…
Background: Hospitalization is a process that requires a person, either intentionally or due to an urgent medical condition, to undergo hospital treatment for a certain period of time. Anxiety is confusion or worry about something that happens with an unclear cause and is associated with feelings of uncertainty and helplessness as a result of the assessment of an object. The therapy being able …
Player character requires a user to control its movements. The automation of a player character aims to create an agent capable of replacing the user. Deep Q-Learning (DQL) is one of the reinforcement learning algorithms commonly employed for automating player characters. This study implements the automation of a player character while introducing random obstacles into the game environment. The…
This study aims to test the effectiveness of the snakes and ladders game media on students' cognitive learning outcomes in history subjects at SMK PGRI Tanjung Raja. Using a quasi-experimental method and a nonequivalent control group design, this study involved 10th grade students divided into an experimental class (learning with the snakes and ladders game) and a control class (conventional le…
Background: Preschool children who are sick and hospitalized will experience anxiety or feelings of worry that cause discomfort. One of the efforts that can be done is puzzle play therapy. Objections: To describe the results of pediactric nursing care for children with chronic kidney disease with anxiety problems due to hospitalization, in accordance with the review of evidence-based learning. …
The kid's world can't be separated from the world ofplay. Experience ofplays is very influence for the development of kid's personality. Early childhood (0-6 years) is very important for children. Because during this growth period and development of children, from physical aspect, motoric, cognitive, social, spiritual and emotional. Palembang as the city of activily center in the Sumbagsel regi…
The romance system is a feature commonly found in RPG games, allowing players to form romantic relationships with in-game characters. However, the extent and nature of the impact of this system on players remain uncertain, as does its value as an addition to RPG games. Therefore, the researcher selected Baldur's Gate 3, a recently released game in 2023 with a romance system, for this study. Thi…
This research examines "The Impact of Social Change from Traditional Games to Modern Games on Generation Z in Babatan Saudagar Village, Pemulutan District". This research uses a descriptive qualitative approach. Data collection techniques include observation, interviews and documentation. This research aims to reveal the impact of social change from traditional games to modern games on generati…
The ability to serve over extracurricular participants of SMA N 1 Indralaya Utara was found to be a gap, it was seen when participants did service on there were still those who did not pass the net. This study aims to determine the relationship between arm length, arm muscle strength and eye-hand coordination to the results of the top service of volleyball games in extracurricular participants …
This study aims to determine the level of confidence in using group guidance services with post box game media at SMP Negeri 1 Indralaya. This research uses Quasi Experimental Design method with Nonequivalent Control Group Design model. The subjects studied in this study were grade VIII students with a total of 10 experimental group students and 10 control group students who received low to ver…
Penelitian ini bertujuan untuk mengembangkan permainan tradisional hadang untuk meningkatkan hasil belajar siswa terutama dalam permainan tradisional hadang. Dalam penelitian ini menggunakan metode R&D menurut Borg n Gall dengan 10 tahapan pengembangan. Teknik pengumpulan data pada penelitian ini menggunakan teknik (Accidentally Sampling) yaitu siapa saja yang bertemu dengan peneliti dan sesuai…
The component of the student's physical condition plays a very important role in the game of futsal. This research is a quantitative descriptive study using a survey method through a fitness test instrument that was administered to class VI students at SD Negeri 184 Palembang. This research aims to determine the average per category for measuring the physical condition of futsal students using …
Penelitian pengaruh permainan target terhadap ketepatan servis backhand bulutangkis pada siswa kelas IX di MTS Nurul Hilal Senuro mengeksplorasi dampak latihan target terhadap keterampilan servis backhand dalam olahraga bulutangkis. Konsep penelitian ini melibatkan penggunaan teknik pelatihan yang berfokus pada membidik target tertentu saat melakukan servis backhand, dengan tujuan untuk meningk…
This research develops a soccer learning model through perbovol for class VIII students of SMP Srijaya Negara Palembang which aims to determine the validity and practicality of the learning model developed. This research uses Sugiyono's development procedures which include 9 stages, namely potential and problems, collecting data or information, product design, design validation, design revision…
Physical education is very important for children which can help improve the physical fitness of the child's body. The period of online to offline transission causes a lack of effectiveness in using smartphones so that students do not understand the material in badminton. Limited learning media at MAN 1 Ogan Ilir school. The aim of this research is to determine the effectiveness of implementing…
This research aims to determine the effect of the traditional game yeye (rubber jump) on the kinesthetic intelligence of children aged 5-6 years. The research method used in this research is a quantitative experiment using a Pre-Experimental research type with a one-shot case study design. The data collection technique used is observation using a checklist sheet. This research was conducted on …