recreation education
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Author(s):  
Ayu Nurazizah Hertadi ◽  
Priyendiswara Agustina Bela ◽  
B.Irwan Wipranata

Citra Raya World of Wonder is a big project of 4.3 hectares from a well-known developer Ciputra Group. This developer cooperates with PT Carnival Wisata Sejahtera, a subsidiary of PT Bunga Wangsa Sejati, who is a developer of Jatim Park and Batu Night Spectacular in Malang which provide amusement rides in Citra Raya World of Wonder area and has been operating since 2012. Citra Raya World of Wonder Theme Park is one of the locations expected to be a tourism destination as a city that provides recreation, education, business, and culinary centers. There were 4 sections of rides and supporting facilities in the study object. This study aimed to discover the presence of Citra Raya World of Wonder's potential and problems, understand factors affecting the decreased number of visitors, understand visitor achievement performance, and suggest strategies to enhance the number of visitors to attract people's interest. The data collection conducted by field survey, management interview, visitor questionnaire, documentation, and literature study. The study result processed through several analyses, i.e., location, building, visitor target achievement, best practice, and perception. These analyses were processed, and the result used to answer the problems and improve the potential in the form of strategies suggested to enhance the number of visitors to achieve the target.Keywords:  strategy; themepark; visitor AbstrakCitra Raya World of Wonder merupakan proyek seluas 4,3 hektar dari developer ternama Ciputra Grup yang bekerjasama dengan PT. Carnival Wisata Sejahtera yang merupakan anak usaha dari PT. Bunga Wangsa Sejati yang juga merupakan pengembang dari Jatim Park, Batu Night Spectaculer di Malang yang menyediakan berbagai wahana permainan di area Citra Raya World of Wonder, yang telah beroperasi sejak tahun 2012. Theme Park Citra Raya World of Wonder merupakan salah satu lokasi yang diharapkan dapat menjadi salah satu destinasi wisata sebagai kota yang menyajikan pusat-pusat rekreasi, edukasi, bisnis, dan kuliner. Pada saat ini terdapat 4 pembagian wahana serta fasilitas penunjang yang ada di objek studi. Penelitian ini bertujuan untuk mengetahui potensi dan masalah yang terdapat di Citra Raya World of Wonder, untuk mengetahui fakor-faktor yang menjadi penyebab menurunnya jumlah pengunjung, mengetahui kinerja ketercapaian jumlah pengunjung dan memberikan usulan berupa strategi yang bertujuan untuk meningkatkan jumlah pengunjung guna meningkatkan minat masyarakat. Pengumpulan data dalam penelitian ini dilakukan dengan cara survei lapangan, wawancara dengan pengelola, penyebaran kuesioner kepada pengunjung, dokumentasi serta studi pustaka. Dari hasil penelitian ini penulis melakukan analisis lokasi, analisis bangunan, analisis daya dukung kawasan, analisis ketercapaian target jumlah pengunjung, analisis best practice dan analisis persepsi pengunjung. Analisis ini akan diolah oleh penulis, hasil tersebut akan digunakan untuk mengurangi masalah dan juga meningkatkan potensi dalam bentuk suatu usulan strategi yang bertujuan untuk meningkatkan jumlah pengunjung sehingga mencapai target daya tampung.


KINESTETIK ◽  
2020 ◽  
Vol 4 (2) ◽  
pp. 76-85
Author(s):  
Zuhar Ricky ◽  
Gingga Prananda ◽  
Erit Triana

The problem’s background in this study’s the lack of variations in explosive power training used for leg muscles and the lack use of plyometrics in Physical Education courses. This resulted in the lower results of student's vertical jump jumps seen from the initial test of Physical, Health, and Recreation Education student's vertical jump. To overcome this, a plyometrics training model was developed to provide a Physical Education variety courses for the explosive power of student leg muscles. This research aims to develop a valid, practical, and effective plyometrics training model. This research type’s research and development with a 4D model (Define, Design, Develop, Dessiminate). The subjects of the plyometrics exercise trial were 6 Health and Recreation Physical Education students in 2020. The data collection instruments used were validation sheets, practicality sheets, effectiveness sheets, and vertical jump tests for explosive power. Analysis results on the validity test obtained an average value of 92.5% with a very valid category. Practicality test obtained an average of 76.52% with the practical category. Then in the effectiveness test, the average vertical jump jump test was obtained with an average of 67% with the effective category. Thus, it can be concluded that the plyometrics training model for Physical, Health, and Recreation Education students can be applied to their lectures ‘bout valid, practical and effective categories. Practicality test obtained an average of 76.52% with the practical category. Then in the effectiveness test, the average vertical jump jump test was obtained with an average of 67% with the effective category. Thus, it can be concluded that the plyometrics training model for Penjaskesrek students can be applied to Physical, Health, and Recreation Education’s lectures in valid, practical and effective categories. Practicality test obtained an average of 76.52% with the practical category. Then in effectiveness test, the average vertical jump test was obtained with an average of 67% with the effective category. Thus, it can be concluded that the plyometrics training model for Physical, Health, and Recreation Education students can be applied to their lectures in the valid, practical and effective categories.


Author(s):  
Yashinta Mettaserani Dewi ◽  
Nina Carina

Public space is one important element for an area that can be a guide and reflect the character of a society. The existence of public space is a necessity that must be met in the formation or development of an area. At present, public space is also expected to function as a third place that is able to answer the needs of the community to fill the time between returning to work and returning home. Kwitang has minimal social interaction due to the lack of public space facilities that can facilitate the activities of residents in the area. Kwitang is one of the area that requires public space, which not only functions aesthetically, but also functions as a social function such as entertainment and recreation education facilities. The purpose of designing public facilities in this area is to produce public facilities that facilitate activities in the Kwitang, and provide a forum for residents of Kwitang to expose their identity, which is pencak silat art from those area. This public facility is expected to become a neutral third place, a place to relieve stress, a place to gather and discuss after work, school and other activities. The concept of typology of educational facilities for entertainment and recreation uses a qualitative method by looking at the previous typology retrospectively and analyzing the behavior in them, which results in typology of entertainment and recreation education facilities into a single building unit that is connected to the surrounding environment. Entertainment and recreation education facilities that are designed can become a public space that is the identity of a Kwitang Region itself. AbstrakRuang publik merupakan salah satu elemen penting bagisuatu kawasan yang dapat menjadi petunjuk dan mencerminkan karakter suatu masyarakat. Keberadaan ruang publik menjadi kebutuhan yang harus terpenuhi dalam pembentukan atau perkembangan suatu kawasan. Saat ini, ruang publik juga diharapkan dapat berfungsi sebagai ruang ketiga yang mampu menjawab kebutuhan masyarakatnya untuk mengisi waktu diantara pulang bekerja hingga pulang kerumah. Kelurahan Kwitang memiliki interaksi sosial yang minim akibat kurangnya sarana ruang publik yang dapat memfasilitasi kegiatan  penduduk di kelurahan tersebut. Dengan demikian Kwitang merupakan salah satu Kawasan yang membutuhkan ruang publik, yang bukan hanya berfungsi secara estetika, tetapi juga berfungsi sebagai fungsi sosial seperti sarana edukasi hiburan dan rekreasi. Tujuan dari dirancangnya fasilitas publik pada kawasan ini adalah untuk menghasilkan fasilitas publik yang mewadahi kegiatan pada kelurahan Kwitang, dan memberikan wadah kepada penduduk kelurahan Kwitang untuk menyalurkan identitas yakni seni pencak silat dari suatu kelurahan tersebut. Fasilitas publik inilah yang diharapkan dapat menjadi sebuah ruang ketiga yang bersifat netral, menjadi sebuah wadah untuk melepas kepenatan sehari-hari, tempat untuk berkumpul dan berdiskusi selepas bekerja, sekolah dan kegiatan lainnya. ­Konsep tipologi dari sarana edukasi hiburan dan rekreasi menggunakan metode kualitatif dengan melihat tipologi terdahulunya secara retrospektif dan menganalisis perilaku didalamnya, yang menghasilkan tipologi sarana edukasi hiburan dan rekreasi menjadi satu kesatuan bangunan yang terhubung dengan lingkungan sekitar. Sarana edukasi hiburan dan rekreasi yang dirancang dapat menjadi suatu ruang publik yang menjadi identitas suatu Kawasan Kwitang itu sendiri.


2020 ◽  
Vol 54 (4) ◽  
Author(s):  
Cari Autry ◽  
Stephen Anderson ◽  
Sydney Sklar

Fifty years ago, Stein (1970) conducted a therapeutic recreation (TR) education survey. Ten years later, Anderson and Stewart (1980) conducted a follow-up study that began the longitudinal studies in therapeutic recreation/ recreational therapy (TR/RT) education in the U.S. and Canada for the next four decades, and the results of each survey were published in the Therapeutic Recreation Journal (Anderson et al., 2000; Autry et al., 2010; Stewart & Anderson, 1990). The decennial TR/RT education surveys have included the same items and used the same core instrument since its first implementation in 1969 (Stein, 1970). Although survey content has expanded to include additional questions, this consistency of content was designed to allow the researchers to compare results across each decade and to identify and discuss trends and issues in TR/RT education. The overall findings and discussion were divided among TR/RT curricula, faculty and students and were compared to these same categories over the past 50 years.


Author(s):  
Gisele Maria Schwartz

ResumoO prisma das mudanças impressas pelas eras digital e pós-digital é imenso e infindável, porém, a magnitude de envolvimento com as tecnologias depende do modo como se tem acesso às informações e dos arranjos sociais deflagrados pela necessidade de adaptação aos novos paradigmas. Entretanto, nem sempre, esses avanços foram pautados apenas nas necessidades humanas de resolver algum tipo de problema. Em algum momento e de alguma forma, percebe-se que a fonte de inspiração para a materialização desses recursos extrapola o âmbito da necessidade e se estabelece nas esferas do desejo e do prazer. Pensar como o Profissional da área de Motricidade Humana se insere neste contexto e se apropria dos recursos digitais para atualizar e dinamizar sua prática, representou o desafio deste ensaio, haja vista que esta relação ainda causa estranheza e necessita mais aprofundamento.Palavras-chave: Motricidade Humana. Ambiente Virtual. Lazer. Educação. Formação Profissional.(Post) human motricity and the body approach in the age of simulationAbstractThe prism of the changes printed by digital and post-digital ages is immense and endless, but the magnitude of involvement with technologies depends on the way information is accessed and the social arrangements triggered by the need to adapt to new paradigms. However, not always, these advances were based only on human needs to solve some kind of problem. At some point and in some way, it can be seen that the source of inspiration for the materialization of these resources goes beyond the realm of necessity and is established in the spheres of desire and pleasure. Thinking how Human Motricity Professional fits into this context and appropriates digital resources to update and streamline their practice, represented the challenge of this essay, given that this relationship still causes strangeness and needs further study.Keywords: Human Motricity. Virtual environment. Recreation. Education. Professional qualification.La motricidad (post)humana y el enfoque del cuerpo en la era de la simulaciónResumenEl prisma de los cambios impresos por la era digital y post-digital es inmenso e interminable, pero la magnitud de la participación con las tecnologías depende de la forma en que se accede a la información y los arreglos sociales provocados por la necesidad de adaptarse a nuevos paradigmas. Sin embargo, no siempre, estos avances se basaron solo en las necesidades humanas para resolver algún tipo de problema. En algún momento y de alguna manera, se puede ver que la fuente de inspiración para la materialización de estos recursos va más allá del ámbito de la necesidad y se establece en las esferas del deseo y el placer. Pensar cómo el Profesional de la Motricidad Humana encaja en este contexto y se apropia de los recursos digitales para actualizar y racionalizar su práctica, representó el desafío de este ensayo, dado que esta relación todavía causa extrañeza y necesita más estudio.Palabras clave: Motricidad humana. Entorno virtual Ocio Educación. Formación profesional.


2018 ◽  
Vol 17 (4) ◽  
pp. 7-8
Author(s):  
Nancy E. Richeson, PhD, CTRS, FDRT ◽  
Tara Delong, MS, CTRS, CHES

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