Improving Football Shooting Skills Through the Use of Interactive Flat Panel Display
DOI:
https://doi.org/10.26858/cpjok.v18i2.859Kata Kunci:
Football; Shooting; Interactive Flat Panel Display; Physical Education; Interactive LearningAbstrak
This study aims to improve the football shooting skills of 10th-grade high school students through the use of Interactive Flat Panel Display (IFPD) in Physical Education learning. This research uses a Classroom Action Research (CAR) design based on the Kemmis and McTaggart model, which consists of the stages of planning, action, observation, and reflection conducted in two cycles. The research participants were 34 students of class X.2 selected using purposive sampling. Data were collected through observation sheets and analyzed descriptively using percentage formulas to determine the achievement of learning mastery. The results of the study show a significant improvement in students' football shooting skills at each stage of the research. Learning mastery increased from 23.53% in the pre-cycle to 100% in the second week of Cycle II. The average score also increased from 59.80 to 97.06. The findings indicate that the use of IFPD effectively enhances students' understanding of shooting techniques through interactive visual displays, video analysis, frame-by-frame motion observation, and repeated demonstrations. The implementation of IFPD creates a more interactive, innovative, and student-centered learning environment that boosts students' motivation, participation, and psychomotor performance in Physical Education learning. This study implies that the integration of digital interactive media such as IFPD can support the improvement of practical sports skills in schools.
Referensi
Akbar, B., Erliana, M., & Haffyandi, R. A. (2025). Flexibility Level of Elderly Com-munity Participating in Gymnastics in Banjarbaru. Journal of Physical Education, Sport, Health and Recreations, 14(1), 219–224. https://doi.org/https://doi.org/10.15294/active.v14i1.22818
Bahar, A. S., & Iriandy. (2025). Information Technology Education Enhancing the Digital Classroom Experience through the Integration of Interactive Flat Panel and Tug of Knowledge as Cloud-Based Learning Media. Ental and Applied Management Journal Information Technology Education Journal, 4(4), 784–794. https://doi.org/https://doi.org/10.59562/intec.v4i4.11189
Bani, K.N., Falasifah, F.Iskandar, S. (2025). Strategi Pengembangan Pembelajaran Abad Ke-21 : JIIP Jurnal Ilmiah Ilmu Pendidikan, 8(1), 109–116. https://doi.org/https://doi.org/10.54371/jiip.v8i1.6470
Candra Susanto, P., Ulfah Arini, D., Yuntina, L., Panatap Soehaditama, J., & Nuraeni, N. (2024). Konsep Penelitian Kuantitatif: Populasi, Sampel, dan Analisis Data (Sebuah Tinjauan Pustaka). Jurnal Ilmu Multidisplin, 3(1), 1–12. https://doi.org/10.38035/jim.v3i1.504
Jayadi, U. (2025). The Role of Interactive Flat Panel (IFP) in Shaping Indonesia’s Digital Learning Policy: A Vision for Educational Reform in the Prabowo-Gibran Era. International Journal of Education and Digital Learning |, 3(6), 301–310. https://doi.org/10.47353/ijedl.v3i6.354
Jumiati, Sulistyawan, G. D., & Siswadi. (2025). Pemanfaatan Interactive Flat Panel (Ifp) Sebagai Media Pembelajaran Interaktif Pada Mata Pelajaran Ipas. Jurnal Tumbuh Kembang Anak Usia Dini, 5(2), 75–79. https://doi.org/10.23887/paud
Kurniawan, Y. S., & Hakim, M. A. R. (2024). Pemanfaatan Media Pembelajaran Interactive Flat Panel Display ( IFPD ) dalam Pembelajaran Bahasa Inggris untuk Mahasiswa Program Studi Perbankan Syariah. Jurnal Pendidikan Tambusai, 8(1), 11327–11328. https://doi.org/https://doi.org/10.31004/jptam.v8i1.14086
Rabgay, T., & Kidman, G. (2023). Multiple iterations and messiness in the implementation of action research by Bhutanese secondary science teachers. Discover Education, 2(1). https://doi.org/10.1007/s44217-023-00077-4
Riyadi, R., & Ningsih, T. (2024). Implikasi Media Interactive Flat Panel Display ( Ifpd ) Terhadap Proses Else ( Elementary School Education. Jurnal Ilmiah Profesi Guru, 8(3), 91–101. https://doi.org/https://doi.org/10.30651/else.v8i3.24401
Saputra, R. W., Ridadi, K., & Abdi, K. (2024). Evaluasi Pengaruh Gamifikasi Terhadap Peningkatan Keterampilan Berpikir Komputasi Dan Keterlibatan Siswa Dalam Pembelajaran. Jurnal Pendidikan Indonesia: Teori, Penelitian Dan Inovas, 4(6). https://doi.org/10.59818/jpi.v4i6.2002
Sari, A. M., Muthoharoh, T., Murhartoyo, M., Aslamiah, A., & Amelia, R. (2026). Pemanfaatan Interactive Flat Panel (IFP)/Smartboard sebagai Media Pembelajaran Interaktif di SDN Pelambuan 4 Banjarmasin. Jurnal Pendidikan Dan Pembelajaran Indonesia (JPPI), 6(1), 170–183. https://doi.org/10.53299/jppi.v6i1.3302
Sari, A. P., & Munir, M. (2024). Pemanfaatan Teknologi Digital dalam Inovasi Pembelajaran untuk Meningkatkan Efektivitas Kegiatan di Kelas. Teknologi Transformasi Digital (Digitech), 4(2), 977–983. https://doi.org/10.47709/digitech.v4i2.5127
Syaputra, M. N., Kahri, M., Arifin, S., & Mashud. (2023). Upaya Meningkatkan Kemampuan Gerak Dasar Manipulatif (Lempar Tangkap) Melalui Model Problem Base Learning. Journal of S.P.O.R.T. https://doi.org/https://doi.org/10.37058/sport.v7i2.7708
Wijaya, H., Amir, A., Riyanti, D., Setiana, S. C., & Somakila, R. S. (2023). Siklus Kemmis dan McTaggart: Contoh dan Pembahasan. IAIN Pontianak Press.
Unduhan
Diterbitkan
Terbitan
Bagian
Lisensi
Hak Cipta (c) 2026 Badali Akbar, Syamsul Arifin, Busriansyah , Wawan Setiawan, Santso, Khairul Muis (Author)

Artikel ini berlisensiCreative Commons Attribution-ShareAlike 4.0 International License.

















