SarahFauzianisa 22010112130208 LapKTI Bab7
65
DAFTAR PUSTAKA
1.
Callagher M. 2015 Essential Facts About the Computer and Video Game
Industry. Soc Sci Comput Rev. 2015;4(1).
2.
Bavelier D, Achtman RL, Mani M, Föcker J. Neural bases of selective
attention in action video game players. Vision Res. 2012;61:132-43.
3.
Anguera JA, Boccanfuso J, Rintoul JL, Al-Hashimi O, Faraji F, Janowich J,
et al. Video game training enhances cognitive control in older adults. Nature.
2013;501(7465):97-101.
4.
Blacker KJ, Curby KM. Enhanced visual short-term memory in action video
game players. Atten Percept Psychophys. 2013;75(6):1128-36.
5.
Green CS, Bavelier D. Action video game modifies visual selective
attention. Nature. 2003;423(6939):534-7.
6.
Owen N, Healy GN, Matthews CE, Dunstan DW. Too much sitting: the
population health science of sedentary behavior. Exerc Sport Sci Rev.
2010;38(3):105-13.
7.
Hasan Y, Bègue L, Scharkow M, Bushman BJ. The more you play, the more
aggressive you become: A long-term experimental study of cumulative
violent video game effects on hostile expectations and aggressive behavior.
J Exp Soc Psychol. 2013;49(2):224-7.
8.
Wolf MJPW, Perron B. The Routledge Companion to Video Game Studies.
Routledge; 2014.
9.
Team NSN. Microsoft’s body-sensing, button-busting controller. Dikutip
dari
https://www.newscientist.com/article/mg20527426-800-microsoftsbody-sensing-button-busting-controller/. Terbit 2010. Diakses 1 Desember
2015.
10.
Witherspoon L. Exergaming. Journal of American College of Science
Medicine.
11.
Su H, Chang Y, Lin Y, Chu I. Effects of training using an active video game
on agility and balance - Minerva Medica - Journals. J Sports Med Phys
Fitness. 2015;9(55):14-21.
12.
Maloney AE, Bethea TC, Kelsey KS, Marks JT, Paez S, et al. A pilot of a
video game (DDR) to promote physical activity and decrease sedentary
screen time. Obesity (Silver Spring). 2008;16(9):2074-80.
13.
Sheehan DP, Katz L. The effects of a daily, 6-week exergaming curriculum
on balance in fourth grade children. J Sport Heal Sci. 2013;2(3):131-7.
65
66
14.
Mills A, Rosenberg M, Stratton G, Carter HH, Spence AL, Pugh CJ, et al.
The effect of exergaming on vascular function in children. J Pediatr.
2013;163(3):806-10.
15.
Kloos AD, Fritz NE, Kostyk SK, Young GS, Kegelmeyer DA. Video game
play (Dance Dance Revolution) as a potential exercise therapy in
Huntington’s disease: a controlled clinical trial. Clin Rehabil.
2013;27(11):972-82.
16.
Natbony LR, Zimmer A, Ivanco LS, Studenski SA, Jain S. Perceptions of a
Videogame-Based Dance Exercise Program Among Individuals with
Parkinson’s Disease. Games Health J. 2013;2(4):235-9.
17.
Pichierri G, Murer K, de Bruin ED. A cognitive-motor intervention using a
dance video game to enhance foot placement accuracy and gait under dual
task conditions in older adults: a randomized controlled trial. BMC Geriatr.
2012;12(1):74.
18.
Maddison R, Mhurchu CN, Jull A, Prapavessis H, Foley LS, Jiang Y. Active
video games: the mediating effect of aerobic fitness on body composition.
Int J Behav Nutr Phys Act. 2012;9:54.
19.
Richard A, Harper P, Simons R, Ogawa E. Guinness World Records
Gamer’s Edition β015. Vol 6. Guinness World Records; 2014.
20.
Sporis G, Jukic I, Milanovic L, Vucetic V. Reliability and Factorial
Validity of Agility Tests for Soccer Players. J Strength Cond Res.
2010;24(3):679-86.
21.
Maillot P, Perrot A, Hartley A. Effects of interactive physical-activity
video-game training on physical and cognitive function in older adults.
Psychol Aging. 2012;27(3):589-600.
22.
Rollings A, Adams E. Andrew Rollings and Ernest Adams on Game
Design.; 2003.
23.
Guggenheim JA, Pong-Wong R, Haley CS, Gazzard G, Saw SM.
Correlations in refractive errors between siblings in the Singapore Cohort
Study of Risk factors for Myopia. Br J Ophthalmol. 2007;91(6):781-4.
24.
Franceschini S, Gori S, Ruffino M, Viola S, Molten M, Facoetti A. Action
Video Games Make Dyslexic Children Read Better. Curr Biol.
2013;23(6):462-6.
25.
Li RW, Ngo C, Nguyen J, Levi DM. Video-game play induces plasticity in
the visual system of adults with amblyopia. PLoS Biol. 2011;9(8):e1001135.
26.
Goris J, Jalink MB, Ten Cate Hoedemaker HO. Training basic laparoscopic
skills using a custom-made video game. Perspect Med Educ. 2014;3(4):3148.
27.
Chen A. Effects of exergaming and the physical education curriculum. J
67
Sport Heal Sci. 2013;2(3):129-30.
28.
Anderson CA, Shibuya A, Ihori N, Swing EL, Bushman BJ, Sakamoto A, et
al. Violent video game effects on aggression, empathy, and prosocial
behavior in Eastern and Western countries: A meta-analytic review. Psychol
Bull. 2010;2(136):151-73.
29.
Kelly J. Taiwan teen dies after gaming for 40 hours. The Australian Press.
Dikutip dari http://www.theaustralian.com.au/news/latest-news/taiwanteen-dies-after-gaming-for-40-hours/story-fn3dxix6-1226428437223.
Diterbitkan 2012. Diakses 7 Mei 2016.
30.
Simons M, Chinapaw MJ, Brug J, Seidell J, de Vet E. Associations between
active video gaming and other energy-balance related behaviours in
adolescents: a 24-hour recall diary study. Int J Behav Nutr Phys Act.
2015;12(1):192.
31.
de Castell S, Jenson J, Thumlert K. From Simulation to Imitation:
Controllers, Corporeality, and Mimetic Play. Simul Gaming.
2014;45(3):332-55.
32.
Hoysniemi J. International survey on the Dance Dance Revolution game.
Theor Pract Comput Appl Entertain. 2006;4(2).
33.
Steinberg S. The top 10 music games of all time. CNN. Dikutip dari
http://edition.cnn.com/2011/09/26/tech/gaming-gadgets/top-10-musicgames-steinberg/. Diterbitkan 2011. Diakses 7 Mei 2016.
34.
Sun H. Impact of exergames on physical activity and motivation in
elementary school students: A follow-up study. J Sport Heal Sci.
2013;2(3):138-45.
35.
Hoysniemi J. International survey on the Dance Dance Revolution game.
Comput Entertain. 2006;4(2):8.
36.
Hoeger W, Hoeger S. Lifetime Physical Fitness and Wellness. Cengage
Learning; 2006.
37.
Young W, Farrow D. A Review of Agility: Practical Applications for
Strength and Conditioning. Strength Cond J. 2006;28(5):24.
38.
Sheppard, Jeremy M WBY. Agility Literature Review: Classifications,
Training and Testing. J Sports Sci. 2006;24(9).
39.
Galpin AJ, Li Y, Lohnes CA, Schilling BK. A 4-week choice foot speed and
choice reaction training program improves agility in previously non-agility
trained, but active men and women. J Strength Cond Res. 2008;22(6):19017.
40.
Tanner R, Gore C. Physiological Tests for Elite Athletes-2nd Edition.
Champaign:Human Kinetics; 2013.
68
41.
Hall JE, Guyton AC. Buku Ajar Fisiologi Kedokteran. Edisi Keduabelas.
Diterjemahkan oleh Ilyas EI. Singapura:Elsevier; 2014.
42.
Barrett KE, Barman SM, Boitano S, Brooks H. Ganong’s Review of Medical
Physiology, 24th Edition. New York:McGraw Hill Professional; 2012.
43.
Ropper AH, Samuels MA. Adams & Victor’s Principles of Neurology, 9th
Edition. New York:McGraw Hill Professional; 2009.
44.
Snell R. Clinical Neuroanatomy 7th Edition. Baltimore:Lippincott Williams
& Wilkins; 2014.
45.
Marieb E, Hoehn K. Human Anatomy & Physiology. New York:Pearson
Benjamin Cummings;2006.
46.
Raya M, Gailey RS, Gaunaurd IA, Jayne DM, Campbell SM, Gagne E, et al.
Comparison of three agility tests with male servicemembers: Edgren Side
Step Test, T-Test, and Illinois Agility Test. J Rehabil Res Dev.
2013;50(7):951-60.
47.
Beekhuizen KS, Davis MD, Kolber MJ, Cheng M-SS. Test-retest reliability
and minimal detectable change of the hexagon agility test. J Strength Cond
Res. 2009;23(7):2167-71.
48.
Green CS, Bavelier D. Action video game training for cognitive
enhancement. Curr Opin Behav Sci. 2015;4:103-8.
49.
Latash MM. Neurophysiological Basis of Movement 2nd Edition.
Champaign:Human Kinetics; 2008.
50.
Mancall EL, Brock DG. Gray’s Clinical Neuroanatomy: The Anatomical
Basis for Clinical Neuroscience. Elsevier Inc; 2011.
69
Lampiran 1. Ethical Clearance
70
Lampiran 2. Persetujuan Sesudah Penjelasan/Informed Consent
JUDUL PENELITIAN:
Pengaruh Bermain Video Game Kinetik Simulasi Tari
sebagai Exergame terhadap Kelincahan
INSTANSI PELAKSANA:
Bagian Fisiologi FK Undip Mahasiswa Program Studi Strata-1 Kedokteran
Umum Fakultas Kedokteran Universitas Diponegoro
PERSETUJUAN SESUDAH PENJELASAN
(INFORMED CONSENT)
Yth, …………………………………..
Perkenalkan nama saya Sarah Fauzianisa. Saya adalah mahasiswi Program
Studi Strata-1 Kedokteran Umum Fakultas Kedokteran Universitas Diponegoro.
Guna mendapatkan gelar Sarjana Kedokteran maka salah satu syarat yang
ditetapkan kepada saya adalah menyusun sebuah karya tulis ilmiah. Penelitian yang
akan saya lakukan berjudul “Pengaruh Bermain Video Game Kinetik Simulasi Tari
sebagai Exergame terhadap Kelincahan”.
Tujuan penelitian ini adalah untuk membuktikan manfaat bermain video
game kinetik simulasi tari terhadap kelincahan. Dalam penelitian ini saya akan
memberikan permainan video game kinetik simulasi tari yang akan dilakukan
dalam waktu 30 menit per sesi dalam 2 kali seminggu selama 8 minggu atau tidak
memberikan permainan video game kinetik simulasi tari dan melakukan
pengukuran kelincahan. Subjek diminta untuk tidak mengikuti program latihan fisik
lainnya selain permainan video game kinetik yang diberikan selama penelitian
karena akan mempengaruhi kelincahan yang merupakan variabel penelitian.
71
Penelitian ini diharapkan dapat bermanfaat dengan memberikan informasi
kepada masyarakat, memberi pengetahuan baru, dan menjadi acuan bagi penelitian
selanjutnya tentang bermain video game kinetik simulasi tari sebagai exergame
terhadap kelincahan.
Penelitian yang saya lakukan ini bersifat sukarela terhadap subjek dan tidak
ada unsur paksaan. Partisipasi Anda dalam penelitian ini juga tidak akan digunakan
dalam hal-hal yang merugikan Anda dalam bentuk apapun. Data yang didapatkan
dari penelitian ini akan dijamin kerahasiaannya, yaitu identitas subjek penelitian
tidak akan dicantumkan dan data tersebut hanya akan saya gunakan untuk
kepentingan penelitian, pendidikan, dan ilmu pengetahuan.
Penanggung jawab penelitian adalah:
Sarah Fauzianisa
Bagian Ilmu Fisiologi FK Undip
Jl. Prof. H. Soedarto, SH, Tembalang, Semarang
Telepon 024-76928010 ext 7771
HP. 083822333913
Sesudah mendengar dan memahami penjelasan penelitian, dengan ini saya
menyatakan
SETUJU / TIDAK SETUJU
untuk ikut sebagai subjek/sampel penelitian ini.
Semarang, …………………….β016
Saksi
:
Nama Terang :
Alamat
:
Nama Terang :
Alamat
:
72
Lampiran 3. Hasil analisis
Means
Report
Kelompok
Umur (tahun)
Mean
53.111
21.196
.667
.06616
4.7703
1.9868
21.00
1.6000
54.300
21.200
Minimum
20
1.50
47.4
17.9
Maximum
22
1.68
61.3
24.9
21.22
1.5967
53.867
21.078
.667
.05074
6.5846
1.7015
21.00
1.6000
52.000
20.630
Minimum
20
1.53
47.5
18.6
Maximum
22
1.67
65.5
24.1
21.22
1.5906
53.489
21.137
.647
.05755
5.5914
1.7954
21.00
1.6000
52.800
21.135
Minimum
20
1.50
47.4
17.9
Maximum
22
1.68
65.5
24.9
Median
Std. Deviation
Median
Mean
Std. Deviation
Total
IMT
1.5844
Mean
Kontrol
Berat Badan
21.22
Std. Deviation
Perlakuan
Tinggi badan
Median
Explore
Descriptives
Statistic
Mean
Std. Error
21.22
Lower Bound
20.90
Upper Bound
21.54
.152
95% Confidence Interval for Mean
Umur (tahun)
5% Trimmed Mean
21.25
Median
21.00
Variance
.418
Std. Deviation
.647
Minimum
20
Maximum
22
Range
2
Interquartile Range
1
Skewness
-.230
.536
Kurtosis
-.411
1.038
73
Mean
95% Confidence Interval for Mean
1.5906
Lower Bound
1.5619
Upper Bound
1.6192
5% Trimmed Mean
1.5906
Median
1.6000
Variance
Tinggi badan
.003
Std. Deviation
.05755
Minimum
1.50
Maximum
1.68
Range
.18
Interquartile Range
.11
Skewness
-.101
.536
Kurtosis
-1.148
1.038
Mean
53.489
1.3179
95% Confidence Interval for Mean
Berat Badan
.01356
Lower Bound
50.708
Upper Bound
56.269
5% Trimmed Mean
53.160
Median
52.800
Variance
31.263
Std. Deviation
5.5914
Minimum
47.4
Maximum
65.5
Range
18.1
Interquartile Range
7.5
Skewness
.944
.536
Kurtosis
.225
1.038
21.137
.4232
Mean
Lower Bound
20.244
Upper Bound
22.030
95% Confidence Interval for Mean
5% Trimmed Mean
21.110
Median
21.135
Variance
3.224
+IMT
Std. Deviation
1.7954
Minimum
17.9
Maximum
24.9
Range
7.0
Interquartile Range
1.9
Skewness
.303
.536
74
Kurtosis
.150
1.038
Tests of Normality
Kolmogorov-Smirnova
Statistic
df
Shapiro-Wilk
Sig.
Statistic
df
Sig.
Umur (tahun)
.301
18
.000
.786
18
.001
Tinggi badan
.127
18
.200*
.948
18
.398
Berat Badan
.147
18
.200*
.889
18
.037
IMT
.167
18
.198
.975
18
.888
*. This is a lower bound of the true significance.
a. Lilliefors Significance Correction
NPar Tests
Mann-Whitney Test
NPar Tests
Mann-Whitney Test
Ranks
Kelompok
Umur (tahun)
9.50
85.50
Kontrol
9
9.50
85.50
18
Perlakuan
9
9.06
81.50
Kontrol
9
9.94
89.50
18
Perlakuan
9
9.67
87.00
Kontrol
9
9.33
84.00
Total
IMT
Sum of Ranks
9
Total
Berat Badan
Mean Rank
Perlakuan
Total
Tinggi badan
N
18
Perlakuan
9
9.89
89.00
Kontrol
9
9.11
82.00
Total
18
75
Test Statisticsa
Umur (tahun)
Tinggi badan
Berat Badan
IMT
Mann-Whitney U
40.500
36.500
39.000
37.000
Wilcoxon W
85.500
81.500
84.000
82.000
.000
-.355
-.133
-.309
1.000
.722
.895
.757
1.000b
.730b
.931b
.796b
Mean Rank
Sum of Ranks
Z
Asymp. Sig. (2-tailed)
Exact Sig. [2*(1-tailed Sig.)]
a. Grouping Variable: Kelompok
b. Not corrected for ties.
NPar Tests: PRE-TEST
Mann-Whitney Test
Ranks
Kelompok
Skor kelincahan pre test
N
Perlakuan
9
9.78
88.00
Kontrol
9
9.22
83.00
Total
18
Test Statisticsa
Skor kelincahan pre test
Mann-Whitney U
38.000
Wilcoxon W
83.000
Z
Asymp. Sig. (2-tailed)
Exact Sig. [2*(1-tailed Sig.)]
a. Grouping Variable: Kelompok
b. Not corrected for ties.
-.221
.825
.863b
76
NPar Tests: POST-TEST
Mann-Whitney Test
Ranks
Kelompok
Skor kelincahan Post Test (minggu ke 8)
N
Mean Rank
Perlakuan
9
5.00
45.00
Kontrol
9
14.00
126.00
Total
18
Test Statisticsa
Skor kelincahan Post Test (minggu ke 8)
Mann-Whitney U
.000
Wilcoxon W
45.000
Z
-3.576
Asymp. Sig. (2-tailed)
Exact Sig. [2*(1-tailed Sig.)]
a. Grouping Variable: Kelompok
b. Not corrected for ties.
Sum of Ranks
.000
.000b
77
NPar Tests: Kelompok Perlakuan
Wilcoxon Signed Ranks Test
Ranks
N
b. Skor kelincahan Post Test (minggu ke 8) > Skor kelincahan Pre Test (minggu ke 0)
c. Skor kelincahan Post Test (minggu ke 8) = Skor kelincahan Pre Test (minggu ke 0)
Test Statisticsa
Skor kelincahan Post Test (minggu ke 8) - Skor
kelincahan Pre Test (minggu ke 0)
Z
Asymp. Sig. (2-tailed)
a. Wilcoxon Signed Ranks Test
b. Based on positive ranks.
-2.666b
.008
Sum of Ranks
Negative Ranks
9a
5.00
45.00
Positive Ranks
0b
.00
.00
Ties
0c
Total
9
Skor kelincahan Post Test (minggu ke 8) - Skor kelincahan Pre Test (minggu ke 0)
a. Skor kelincahan Post Test (minggu ke 8) < Skor kelincahan Pre Test (minggu ke 0)
Mean Rank
78
NPar Tests: Kelompok Kontrol
Wilcoxon Signed Ranks Test
Ranks
N
b. Skor kelincahan Post Test (minggu ke 8) > Skor kelincahan Pre Test (minggu ke 0)
c. Skor kelincahan Post Test (minggu ke 8) = Skor kelincahan Pre Test (minggu ke 0)
Test Statisticsa
Skor kelincahan Post Test (minggu ke 8) - Skor
kelincahan Pre Test (minggu ke 0)
Z
Asymp. Sig. (2-tailed)
a. Wilcoxon Signed Ranks Test
b. Based on positive ranks.
-2.668b
.008
Sum of Ranks
Negative Ranks
9a
5.00
45.00
Positive Ranks
0b
.00
.00
Ties
0c
Total
9
Skor kelincahan Post Test (minggu ke 8) - Skor kelincahan Pre Test (minggu ke 0)
a. Skor kelincahan Post Test (minggu ke 8) < Skor kelincahan Pre Test (minggu ke 0)
Mean Rank
79
Kelompok * Kategori Kelincahan Pre
Crosstab
Kelompok
Total
Perlakuan
Count
Kontrol
% within Kategori
Count
% within Kategori
Kelincahan Pre
Count
% within Kategori
Kelincahan Pre
Kelincahan Pre
Bawah Rata-rata
2
50.0%
2
50.0%
4
100.0%
Rata-rata
7
50.0%
7
50.0%
14
100.0%
9
50.0%
9
50.0%
18
100.0%
Asymp. Sig. (2-
Exact Sig. (2-
Exact Sig. (1-
sided)
sided)
sided)
Kategori Kelincahan Pre
Total
Chi-Square Tests
Value
Pearson Chi-Square
Continuity
Correctionb
Likelihood Ratio
df
.000a
1
1.000
.000
1
1.000
.000
1
1.000
Fisher's Exact Test
Linear-by-Linear Association
N of Valid Cases
1.000
.000
1
1.000
18
a. 2 cells (50.0%) have expected count less than 5. The minimum expected count is 2.00.
b. Computed only for a 2x2 table
.712
80
81
Kelompok*Kategori Kelincahan Post
Crosstab
Kategori Kelincahan Post
Bawah Rata-rata
Count
Rata-rata
Total
Atas Rata-rata
Sangat Baik
0
0
2
7
9
0.0%
0.0%
100.0%
100.0%
50.0%
2
7
0
0
9
100.0%
100.0%
0.0%
0.0%
50.0%
2
7
2
7
18
100.0%
100.0%
100.0%
100.0%
100.0%
Perlakuan
% within Kategori Kelincahan Post
Kelompok
Count
Kontrol
% within Kategori Kelincahan Post
Count
Total
% within Kategori Kelincahan Post
Chi-Square Tests
Value
df
Asymp. Sig. (2sided)
18.000a
3
.000
Likelihood Ratio
24.953
3
.000
Linear-by-Linear Association
14.495
1
.000
Pearson Chi-Square
N of Valid Cases
18
a. 8 cells (100.0%) have expected count less than 5. The minimum expected count
is 1.00.
82
83
Means: Delta Kelincahan
Case Processing Summary
Cases
Included
N
Excluded
Percent
18
N
100.0%
Total
Percent
0
0.0%
N
Percent
18
delta_kelincahan * Kelompok
Report
delta_kelincahan
Kelompok
Perlakuan
Kontrol
Total
Mean
Std. Deviation
Median
Minimum
Maximum
-5.7900
.83349
-5.3700
-7.16
-5.10
-.7922
.38577
-.8000
-1.67
-.42
-3.2911
2.64740
-3.3850
-7.16
-.42
100.0%
84
Lampiran 4. Dokumentasi penelitian
85
Lampiran 5. Biodata mahasiswa
Identitas
Nama
: Sarah Fauzianisa
NIM
: 22010112130208
Tempat, tanggal lahir : Bandung, 1 Maret 1994
Jenis Kelamin
: Perempuan
Alamat
: Jl, Gondang Timur 2, Bulusan, Tembalang – Semarang
Nomor HP
: 083822333913
e-mail
: sarahfauzianisa@gmail.com
Riwayat Pendidikan
SD
: SDN Banjarsari I, Bandung
lulus tahun 2006
SMP : SMP Negeri 5 Bandung
lulus tahun 2009
SMA : SMA Negeri 3 Bandung
lulus tahun 2011
Fakultas Kedokteran Universitas Diponegoro
masuk tahun 2012
DAFTAR PUSTAKA
1.
Callagher M. 2015 Essential Facts About the Computer and Video Game
Industry. Soc Sci Comput Rev. 2015;4(1).
2.
Bavelier D, Achtman RL, Mani M, Föcker J. Neural bases of selective
attention in action video game players. Vision Res. 2012;61:132-43.
3.
Anguera JA, Boccanfuso J, Rintoul JL, Al-Hashimi O, Faraji F, Janowich J,
et al. Video game training enhances cognitive control in older adults. Nature.
2013;501(7465):97-101.
4.
Blacker KJ, Curby KM. Enhanced visual short-term memory in action video
game players. Atten Percept Psychophys. 2013;75(6):1128-36.
5.
Green CS, Bavelier D. Action video game modifies visual selective
attention. Nature. 2003;423(6939):534-7.
6.
Owen N, Healy GN, Matthews CE, Dunstan DW. Too much sitting: the
population health science of sedentary behavior. Exerc Sport Sci Rev.
2010;38(3):105-13.
7.
Hasan Y, Bègue L, Scharkow M, Bushman BJ. The more you play, the more
aggressive you become: A long-term experimental study of cumulative
violent video game effects on hostile expectations and aggressive behavior.
J Exp Soc Psychol. 2013;49(2):224-7.
8.
Wolf MJPW, Perron B. The Routledge Companion to Video Game Studies.
Routledge; 2014.
9.
Team NSN. Microsoft’s body-sensing, button-busting controller. Dikutip
dari
https://www.newscientist.com/article/mg20527426-800-microsoftsbody-sensing-button-busting-controller/. Terbit 2010. Diakses 1 Desember
2015.
10.
Witherspoon L. Exergaming. Journal of American College of Science
Medicine.
11.
Su H, Chang Y, Lin Y, Chu I. Effects of training using an active video game
on agility and balance - Minerva Medica - Journals. J Sports Med Phys
Fitness. 2015;9(55):14-21.
12.
Maloney AE, Bethea TC, Kelsey KS, Marks JT, Paez S, et al. A pilot of a
video game (DDR) to promote physical activity and decrease sedentary
screen time. Obesity (Silver Spring). 2008;16(9):2074-80.
13.
Sheehan DP, Katz L. The effects of a daily, 6-week exergaming curriculum
on balance in fourth grade children. J Sport Heal Sci. 2013;2(3):131-7.
65
66
14.
Mills A, Rosenberg M, Stratton G, Carter HH, Spence AL, Pugh CJ, et al.
The effect of exergaming on vascular function in children. J Pediatr.
2013;163(3):806-10.
15.
Kloos AD, Fritz NE, Kostyk SK, Young GS, Kegelmeyer DA. Video game
play (Dance Dance Revolution) as a potential exercise therapy in
Huntington’s disease: a controlled clinical trial. Clin Rehabil.
2013;27(11):972-82.
16.
Natbony LR, Zimmer A, Ivanco LS, Studenski SA, Jain S. Perceptions of a
Videogame-Based Dance Exercise Program Among Individuals with
Parkinson’s Disease. Games Health J. 2013;2(4):235-9.
17.
Pichierri G, Murer K, de Bruin ED. A cognitive-motor intervention using a
dance video game to enhance foot placement accuracy and gait under dual
task conditions in older adults: a randomized controlled trial. BMC Geriatr.
2012;12(1):74.
18.
Maddison R, Mhurchu CN, Jull A, Prapavessis H, Foley LS, Jiang Y. Active
video games: the mediating effect of aerobic fitness on body composition.
Int J Behav Nutr Phys Act. 2012;9:54.
19.
Richard A, Harper P, Simons R, Ogawa E. Guinness World Records
Gamer’s Edition β015. Vol 6. Guinness World Records; 2014.
20.
Sporis G, Jukic I, Milanovic L, Vucetic V. Reliability and Factorial
Validity of Agility Tests for Soccer Players. J Strength Cond Res.
2010;24(3):679-86.
21.
Maillot P, Perrot A, Hartley A. Effects of interactive physical-activity
video-game training on physical and cognitive function in older adults.
Psychol Aging. 2012;27(3):589-600.
22.
Rollings A, Adams E. Andrew Rollings and Ernest Adams on Game
Design.; 2003.
23.
Guggenheim JA, Pong-Wong R, Haley CS, Gazzard G, Saw SM.
Correlations in refractive errors between siblings in the Singapore Cohort
Study of Risk factors for Myopia. Br J Ophthalmol. 2007;91(6):781-4.
24.
Franceschini S, Gori S, Ruffino M, Viola S, Molten M, Facoetti A. Action
Video Games Make Dyslexic Children Read Better. Curr Biol.
2013;23(6):462-6.
25.
Li RW, Ngo C, Nguyen J, Levi DM. Video-game play induces plasticity in
the visual system of adults with amblyopia. PLoS Biol. 2011;9(8):e1001135.
26.
Goris J, Jalink MB, Ten Cate Hoedemaker HO. Training basic laparoscopic
skills using a custom-made video game. Perspect Med Educ. 2014;3(4):3148.
27.
Chen A. Effects of exergaming and the physical education curriculum. J
67
Sport Heal Sci. 2013;2(3):129-30.
28.
Anderson CA, Shibuya A, Ihori N, Swing EL, Bushman BJ, Sakamoto A, et
al. Violent video game effects on aggression, empathy, and prosocial
behavior in Eastern and Western countries: A meta-analytic review. Psychol
Bull. 2010;2(136):151-73.
29.
Kelly J. Taiwan teen dies after gaming for 40 hours. The Australian Press.
Dikutip dari http://www.theaustralian.com.au/news/latest-news/taiwanteen-dies-after-gaming-for-40-hours/story-fn3dxix6-1226428437223.
Diterbitkan 2012. Diakses 7 Mei 2016.
30.
Simons M, Chinapaw MJ, Brug J, Seidell J, de Vet E. Associations between
active video gaming and other energy-balance related behaviours in
adolescents: a 24-hour recall diary study. Int J Behav Nutr Phys Act.
2015;12(1):192.
31.
de Castell S, Jenson J, Thumlert K. From Simulation to Imitation:
Controllers, Corporeality, and Mimetic Play. Simul Gaming.
2014;45(3):332-55.
32.
Hoysniemi J. International survey on the Dance Dance Revolution game.
Theor Pract Comput Appl Entertain. 2006;4(2).
33.
Steinberg S. The top 10 music games of all time. CNN. Dikutip dari
http://edition.cnn.com/2011/09/26/tech/gaming-gadgets/top-10-musicgames-steinberg/. Diterbitkan 2011. Diakses 7 Mei 2016.
34.
Sun H. Impact of exergames on physical activity and motivation in
elementary school students: A follow-up study. J Sport Heal Sci.
2013;2(3):138-45.
35.
Hoysniemi J. International survey on the Dance Dance Revolution game.
Comput Entertain. 2006;4(2):8.
36.
Hoeger W, Hoeger S. Lifetime Physical Fitness and Wellness. Cengage
Learning; 2006.
37.
Young W, Farrow D. A Review of Agility: Practical Applications for
Strength and Conditioning. Strength Cond J. 2006;28(5):24.
38.
Sheppard, Jeremy M WBY. Agility Literature Review: Classifications,
Training and Testing. J Sports Sci. 2006;24(9).
39.
Galpin AJ, Li Y, Lohnes CA, Schilling BK. A 4-week choice foot speed and
choice reaction training program improves agility in previously non-agility
trained, but active men and women. J Strength Cond Res. 2008;22(6):19017.
40.
Tanner R, Gore C. Physiological Tests for Elite Athletes-2nd Edition.
Champaign:Human Kinetics; 2013.
68
41.
Hall JE, Guyton AC. Buku Ajar Fisiologi Kedokteran. Edisi Keduabelas.
Diterjemahkan oleh Ilyas EI. Singapura:Elsevier; 2014.
42.
Barrett KE, Barman SM, Boitano S, Brooks H. Ganong’s Review of Medical
Physiology, 24th Edition. New York:McGraw Hill Professional; 2012.
43.
Ropper AH, Samuels MA. Adams & Victor’s Principles of Neurology, 9th
Edition. New York:McGraw Hill Professional; 2009.
44.
Snell R. Clinical Neuroanatomy 7th Edition. Baltimore:Lippincott Williams
& Wilkins; 2014.
45.
Marieb E, Hoehn K. Human Anatomy & Physiology. New York:Pearson
Benjamin Cummings;2006.
46.
Raya M, Gailey RS, Gaunaurd IA, Jayne DM, Campbell SM, Gagne E, et al.
Comparison of three agility tests with male servicemembers: Edgren Side
Step Test, T-Test, and Illinois Agility Test. J Rehabil Res Dev.
2013;50(7):951-60.
47.
Beekhuizen KS, Davis MD, Kolber MJ, Cheng M-SS. Test-retest reliability
and minimal detectable change of the hexagon agility test. J Strength Cond
Res. 2009;23(7):2167-71.
48.
Green CS, Bavelier D. Action video game training for cognitive
enhancement. Curr Opin Behav Sci. 2015;4:103-8.
49.
Latash MM. Neurophysiological Basis of Movement 2nd Edition.
Champaign:Human Kinetics; 2008.
50.
Mancall EL, Brock DG. Gray’s Clinical Neuroanatomy: The Anatomical
Basis for Clinical Neuroscience. Elsevier Inc; 2011.
69
Lampiran 1. Ethical Clearance
70
Lampiran 2. Persetujuan Sesudah Penjelasan/Informed Consent
JUDUL PENELITIAN:
Pengaruh Bermain Video Game Kinetik Simulasi Tari
sebagai Exergame terhadap Kelincahan
INSTANSI PELAKSANA:
Bagian Fisiologi FK Undip Mahasiswa Program Studi Strata-1 Kedokteran
Umum Fakultas Kedokteran Universitas Diponegoro
PERSETUJUAN SESUDAH PENJELASAN
(INFORMED CONSENT)
Yth, …………………………………..
Perkenalkan nama saya Sarah Fauzianisa. Saya adalah mahasiswi Program
Studi Strata-1 Kedokteran Umum Fakultas Kedokteran Universitas Diponegoro.
Guna mendapatkan gelar Sarjana Kedokteran maka salah satu syarat yang
ditetapkan kepada saya adalah menyusun sebuah karya tulis ilmiah. Penelitian yang
akan saya lakukan berjudul “Pengaruh Bermain Video Game Kinetik Simulasi Tari
sebagai Exergame terhadap Kelincahan”.
Tujuan penelitian ini adalah untuk membuktikan manfaat bermain video
game kinetik simulasi tari terhadap kelincahan. Dalam penelitian ini saya akan
memberikan permainan video game kinetik simulasi tari yang akan dilakukan
dalam waktu 30 menit per sesi dalam 2 kali seminggu selama 8 minggu atau tidak
memberikan permainan video game kinetik simulasi tari dan melakukan
pengukuran kelincahan. Subjek diminta untuk tidak mengikuti program latihan fisik
lainnya selain permainan video game kinetik yang diberikan selama penelitian
karena akan mempengaruhi kelincahan yang merupakan variabel penelitian.
71
Penelitian ini diharapkan dapat bermanfaat dengan memberikan informasi
kepada masyarakat, memberi pengetahuan baru, dan menjadi acuan bagi penelitian
selanjutnya tentang bermain video game kinetik simulasi tari sebagai exergame
terhadap kelincahan.
Penelitian yang saya lakukan ini bersifat sukarela terhadap subjek dan tidak
ada unsur paksaan. Partisipasi Anda dalam penelitian ini juga tidak akan digunakan
dalam hal-hal yang merugikan Anda dalam bentuk apapun. Data yang didapatkan
dari penelitian ini akan dijamin kerahasiaannya, yaitu identitas subjek penelitian
tidak akan dicantumkan dan data tersebut hanya akan saya gunakan untuk
kepentingan penelitian, pendidikan, dan ilmu pengetahuan.
Penanggung jawab penelitian adalah:
Sarah Fauzianisa
Bagian Ilmu Fisiologi FK Undip
Jl. Prof. H. Soedarto, SH, Tembalang, Semarang
Telepon 024-76928010 ext 7771
HP. 083822333913
Sesudah mendengar dan memahami penjelasan penelitian, dengan ini saya
menyatakan
SETUJU / TIDAK SETUJU
untuk ikut sebagai subjek/sampel penelitian ini.
Semarang, …………………….β016
Saksi
:
Nama Terang :
Alamat
:
Nama Terang :
Alamat
:
72
Lampiran 3. Hasil analisis
Means
Report
Kelompok
Umur (tahun)
Mean
53.111
21.196
.667
.06616
4.7703
1.9868
21.00
1.6000
54.300
21.200
Minimum
20
1.50
47.4
17.9
Maximum
22
1.68
61.3
24.9
21.22
1.5967
53.867
21.078
.667
.05074
6.5846
1.7015
21.00
1.6000
52.000
20.630
Minimum
20
1.53
47.5
18.6
Maximum
22
1.67
65.5
24.1
21.22
1.5906
53.489
21.137
.647
.05755
5.5914
1.7954
21.00
1.6000
52.800
21.135
Minimum
20
1.50
47.4
17.9
Maximum
22
1.68
65.5
24.9
Median
Std. Deviation
Median
Mean
Std. Deviation
Total
IMT
1.5844
Mean
Kontrol
Berat Badan
21.22
Std. Deviation
Perlakuan
Tinggi badan
Median
Explore
Descriptives
Statistic
Mean
Std. Error
21.22
Lower Bound
20.90
Upper Bound
21.54
.152
95% Confidence Interval for Mean
Umur (tahun)
5% Trimmed Mean
21.25
Median
21.00
Variance
.418
Std. Deviation
.647
Minimum
20
Maximum
22
Range
2
Interquartile Range
1
Skewness
-.230
.536
Kurtosis
-.411
1.038
73
Mean
95% Confidence Interval for Mean
1.5906
Lower Bound
1.5619
Upper Bound
1.6192
5% Trimmed Mean
1.5906
Median
1.6000
Variance
Tinggi badan
.003
Std. Deviation
.05755
Minimum
1.50
Maximum
1.68
Range
.18
Interquartile Range
.11
Skewness
-.101
.536
Kurtosis
-1.148
1.038
Mean
53.489
1.3179
95% Confidence Interval for Mean
Berat Badan
.01356
Lower Bound
50.708
Upper Bound
56.269
5% Trimmed Mean
53.160
Median
52.800
Variance
31.263
Std. Deviation
5.5914
Minimum
47.4
Maximum
65.5
Range
18.1
Interquartile Range
7.5
Skewness
.944
.536
Kurtosis
.225
1.038
21.137
.4232
Mean
Lower Bound
20.244
Upper Bound
22.030
95% Confidence Interval for Mean
5% Trimmed Mean
21.110
Median
21.135
Variance
3.224
+IMT
Std. Deviation
1.7954
Minimum
17.9
Maximum
24.9
Range
7.0
Interquartile Range
1.9
Skewness
.303
.536
74
Kurtosis
.150
1.038
Tests of Normality
Kolmogorov-Smirnova
Statistic
df
Shapiro-Wilk
Sig.
Statistic
df
Sig.
Umur (tahun)
.301
18
.000
.786
18
.001
Tinggi badan
.127
18
.200*
.948
18
.398
Berat Badan
.147
18
.200*
.889
18
.037
IMT
.167
18
.198
.975
18
.888
*. This is a lower bound of the true significance.
a. Lilliefors Significance Correction
NPar Tests
Mann-Whitney Test
NPar Tests
Mann-Whitney Test
Ranks
Kelompok
Umur (tahun)
9.50
85.50
Kontrol
9
9.50
85.50
18
Perlakuan
9
9.06
81.50
Kontrol
9
9.94
89.50
18
Perlakuan
9
9.67
87.00
Kontrol
9
9.33
84.00
Total
IMT
Sum of Ranks
9
Total
Berat Badan
Mean Rank
Perlakuan
Total
Tinggi badan
N
18
Perlakuan
9
9.89
89.00
Kontrol
9
9.11
82.00
Total
18
75
Test Statisticsa
Umur (tahun)
Tinggi badan
Berat Badan
IMT
Mann-Whitney U
40.500
36.500
39.000
37.000
Wilcoxon W
85.500
81.500
84.000
82.000
.000
-.355
-.133
-.309
1.000
.722
.895
.757
1.000b
.730b
.931b
.796b
Mean Rank
Sum of Ranks
Z
Asymp. Sig. (2-tailed)
Exact Sig. [2*(1-tailed Sig.)]
a. Grouping Variable: Kelompok
b. Not corrected for ties.
NPar Tests: PRE-TEST
Mann-Whitney Test
Ranks
Kelompok
Skor kelincahan pre test
N
Perlakuan
9
9.78
88.00
Kontrol
9
9.22
83.00
Total
18
Test Statisticsa
Skor kelincahan pre test
Mann-Whitney U
38.000
Wilcoxon W
83.000
Z
Asymp. Sig. (2-tailed)
Exact Sig. [2*(1-tailed Sig.)]
a. Grouping Variable: Kelompok
b. Not corrected for ties.
-.221
.825
.863b
76
NPar Tests: POST-TEST
Mann-Whitney Test
Ranks
Kelompok
Skor kelincahan Post Test (minggu ke 8)
N
Mean Rank
Perlakuan
9
5.00
45.00
Kontrol
9
14.00
126.00
Total
18
Test Statisticsa
Skor kelincahan Post Test (minggu ke 8)
Mann-Whitney U
.000
Wilcoxon W
45.000
Z
-3.576
Asymp. Sig. (2-tailed)
Exact Sig. [2*(1-tailed Sig.)]
a. Grouping Variable: Kelompok
b. Not corrected for ties.
Sum of Ranks
.000
.000b
77
NPar Tests: Kelompok Perlakuan
Wilcoxon Signed Ranks Test
Ranks
N
b. Skor kelincahan Post Test (minggu ke 8) > Skor kelincahan Pre Test (minggu ke 0)
c. Skor kelincahan Post Test (minggu ke 8) = Skor kelincahan Pre Test (minggu ke 0)
Test Statisticsa
Skor kelincahan Post Test (minggu ke 8) - Skor
kelincahan Pre Test (minggu ke 0)
Z
Asymp. Sig. (2-tailed)
a. Wilcoxon Signed Ranks Test
b. Based on positive ranks.
-2.666b
.008
Sum of Ranks
Negative Ranks
9a
5.00
45.00
Positive Ranks
0b
.00
.00
Ties
0c
Total
9
Skor kelincahan Post Test (minggu ke 8) - Skor kelincahan Pre Test (minggu ke 0)
a. Skor kelincahan Post Test (minggu ke 8) < Skor kelincahan Pre Test (minggu ke 0)
Mean Rank
78
NPar Tests: Kelompok Kontrol
Wilcoxon Signed Ranks Test
Ranks
N
b. Skor kelincahan Post Test (minggu ke 8) > Skor kelincahan Pre Test (minggu ke 0)
c. Skor kelincahan Post Test (minggu ke 8) = Skor kelincahan Pre Test (minggu ke 0)
Test Statisticsa
Skor kelincahan Post Test (minggu ke 8) - Skor
kelincahan Pre Test (minggu ke 0)
Z
Asymp. Sig. (2-tailed)
a. Wilcoxon Signed Ranks Test
b. Based on positive ranks.
-2.668b
.008
Sum of Ranks
Negative Ranks
9a
5.00
45.00
Positive Ranks
0b
.00
.00
Ties
0c
Total
9
Skor kelincahan Post Test (minggu ke 8) - Skor kelincahan Pre Test (minggu ke 0)
a. Skor kelincahan Post Test (minggu ke 8) < Skor kelincahan Pre Test (minggu ke 0)
Mean Rank
79
Kelompok * Kategori Kelincahan Pre
Crosstab
Kelompok
Total
Perlakuan
Count
Kontrol
% within Kategori
Count
% within Kategori
Kelincahan Pre
Count
% within Kategori
Kelincahan Pre
Kelincahan Pre
Bawah Rata-rata
2
50.0%
2
50.0%
4
100.0%
Rata-rata
7
50.0%
7
50.0%
14
100.0%
9
50.0%
9
50.0%
18
100.0%
Asymp. Sig. (2-
Exact Sig. (2-
Exact Sig. (1-
sided)
sided)
sided)
Kategori Kelincahan Pre
Total
Chi-Square Tests
Value
Pearson Chi-Square
Continuity
Correctionb
Likelihood Ratio
df
.000a
1
1.000
.000
1
1.000
.000
1
1.000
Fisher's Exact Test
Linear-by-Linear Association
N of Valid Cases
1.000
.000
1
1.000
18
a. 2 cells (50.0%) have expected count less than 5. The minimum expected count is 2.00.
b. Computed only for a 2x2 table
.712
80
81
Kelompok*Kategori Kelincahan Post
Crosstab
Kategori Kelincahan Post
Bawah Rata-rata
Count
Rata-rata
Total
Atas Rata-rata
Sangat Baik
0
0
2
7
9
0.0%
0.0%
100.0%
100.0%
50.0%
2
7
0
0
9
100.0%
100.0%
0.0%
0.0%
50.0%
2
7
2
7
18
100.0%
100.0%
100.0%
100.0%
100.0%
Perlakuan
% within Kategori Kelincahan Post
Kelompok
Count
Kontrol
% within Kategori Kelincahan Post
Count
Total
% within Kategori Kelincahan Post
Chi-Square Tests
Value
df
Asymp. Sig. (2sided)
18.000a
3
.000
Likelihood Ratio
24.953
3
.000
Linear-by-Linear Association
14.495
1
.000
Pearson Chi-Square
N of Valid Cases
18
a. 8 cells (100.0%) have expected count less than 5. The minimum expected count
is 1.00.
82
83
Means: Delta Kelincahan
Case Processing Summary
Cases
Included
N
Excluded
Percent
18
N
100.0%
Total
Percent
0
0.0%
N
Percent
18
delta_kelincahan * Kelompok
Report
delta_kelincahan
Kelompok
Perlakuan
Kontrol
Total
Mean
Std. Deviation
Median
Minimum
Maximum
-5.7900
.83349
-5.3700
-7.16
-5.10
-.7922
.38577
-.8000
-1.67
-.42
-3.2911
2.64740
-3.3850
-7.16
-.42
100.0%
84
Lampiran 4. Dokumentasi penelitian
85
Lampiran 5. Biodata mahasiswa
Identitas
Nama
: Sarah Fauzianisa
NIM
: 22010112130208
Tempat, tanggal lahir : Bandung, 1 Maret 1994
Jenis Kelamin
: Perempuan
Alamat
: Jl, Gondang Timur 2, Bulusan, Tembalang – Semarang
Nomor HP
: 083822333913
: sarahfauzianisa@gmail.com
Riwayat Pendidikan
SD
: SDN Banjarsari I, Bandung
lulus tahun 2006
SMP : SMP Negeri 5 Bandung
lulus tahun 2009
SMA : SMA Negeri 3 Bandung
lulus tahun 2011
Fakultas Kedokteran Universitas Diponegoro
masuk tahun 2012