Penelitian ini dilatarbelakangi banyak siswa yang memiliki keterampilan gerak fundamental yang kurang optimal. Penguasaan keterampilan gerak fundamental yang kurang optimal akan berpengaruh terhadap pencapaian keterampilan gerak tahap berikutnya. Berdasarkan hal tersebut, penelitian dilakukan bertujuan untuk meningkatkan keterampilan gerak fundamental dengan menggunakan permainan tradisional. Penelitian menggunakan metode eksperimen dengan menggunakan desain one group pretest-posttest design. Penelitian dilakukan dengan mengimplementasikan permainan tradisional dalam pembelajaran pendidikan jasmani. Subjek penelitian adalah siswa sekolah dasar kelas satu dengan jumlah partisipan 30 orang yang terdiri atas 16 siswa dan 14 siswi dengan rata-rata umur 6 tahun. Teknik pengumpulan data menggunakan Test of Gross Motor Skill-Second Edition (TGMD-2) dan dianalisis menggunakan deskripsi kuantitatif dan uji beda. Hasil penelitian menunjukkan bahwa telah terjadi peningkatan keterampilan gerak fundamental siswa sekolah dasar. Adanya peningkatan dikarenakan permainan tradisional mampu menstimulus siswa untuk aktif dalam melakukan gerak dan aktivitas yang menyenangkan bagi siswa. Berdasarkan hasil analisis tersebut maka dapat ditarik kesimpulan terdapat pengaruh secara signifikan permainan tradisional terhadap keterampilan gerak fundamental siswa sekolah dasar. Use of traditional game to improve fundamental movement skills of elementary school studentsAbstractmovement skills. Mastery of fundamental movement skills that are less than optimal will affect the achievement of the next stage of motion skills. Based on this, the research carried out aims to improve fundamental movement skills by using traditional games. The study used an experimental method using one group pretest-posttest design. The study was conducted by implementing traditional games in physical education learning. The research subjects were first grade elementary school students with 30 participants consisting of 16 boys and 14 girls with an average age of 6 years. Data collection techniques using the Test of Gross Motor Skill-Second Edition (TGMD-2) and analyzed using quantitative descriptions and different tests. The results showed that there had been an increase in the fundamental skills of elementary school students. There is an increase due to traditional games able to stimulate students to be active in doing movements and activities that are fun for students. Based on the results of the analysis it can be concluded that there is a significant influence of traditional games on the fundamental movement skills of elementary school students.
The problem in this research is that when the physical education subject at SMA Negeri 03 Pontianak, students find it difficult to understand the material and it is difficult to make movements in the long jump athletic material. This can be seen where students make jumps often make mistakes, so the results of the jumps that are achieved are less than optimal. This study aims to improve the ability of learning outcomes in the basic long jump technique for students of SMA Negeri 03 Pontianak. The method used in this research is an experiment with a pre-experimental form of research and the research model uses a one group pretest-posttest design model. The data sources of this research are the students of class X at SMA Negeri 03 Pontianak as many as 30 students. Data analysis used t test (paired sample t test) at a significance level of 0.05. Based on data analysis and research results that have been carried out with the results of the value of sig (2 tailed) being 0.0030.05, it can be concluded that there is an influence on learning video media on long jump learning outcomes for students at SMA Negeri 03 Pontianak.Keywords: Instructional Media, Learning Outcomes, Long Jump
Penelitian ini bertujuan untuk mengetahui hasil peningkatan karakter kepedulian dan kerjasama melalui cooperative learning tipe Teams Game Tournament pada mata kuliah atletik dan meningkatkan hasil belajar pada mata kuliah atletik. Metode penelitian yang digunakan adalah penelitian tindakan kelas. Data dianalisis dengan teknik deskriptif kualitatif dan kuantitatif. Dari hasil penelitian diperoleh nilai kepedulian dan kerjasama mahasiswa pada mata kuliah atletik meningkat, dengan data nilai kepedulian pra siklus 14 point (37%), siklus I 21 point (55%), dan siklus II 31 point (82%). Nilai kerjasama menunjukan hasil pada pra siklus 13 point (34%), siklus I 21 point (55%) dan siklus II 33 point (87%), hasil positif terjadi karena peningkatan karakter kepedulian dan kerjasama terus menerus dilakukan secara sadar selama proses pembelajaran sehingga menanamkan kebiasaan (habituation) pada mahasiswa. Hasil belajar mahasiswa juga meningkat pada mata kuliah atletik, dengan data kelulusan pada pra siklus 11 orang (29%) dengan nilai rata-rata 50 atau kategori D, siklus I 32 orang (84%) dengan nilai rata-rata 68 atau kategori C dan siklus II 38 orang (100%) dengan nilai rata-rata 92 atau kategori A, hasil belajar yang meningkat terjadi karena lingkungan belajar kondusif dan mahasiswa saling mengingatkan serta menguatkan selama proses belajar, yang merupakan dampak dari peningkatan karakter kepedulian dan kerjasama. Increasing character of caring and cooperation learning athletic subject AbstractThis study aims to determine the results of the increasing of the character of caring and cooperation through cooperative learning type Teams Game Tournament in athletic subjects and improve learning outcomes in athletic subjects. The research method used was classroom action research. Data were analyzed with qualitative and quantitative descriptive techniques. The results showed that the value of student care and cooperation in athletic subjects increased with pre-cycle care scores of 14 points (37%), cycle I 21 points (55%), and cycle II 31 points (82%). The value of cooperation shows the data at the pre cycle 13 points (34%), cycle I 21 points (55%) and cycle II 33 points (87%), positive results occur because the increasing character of care and cooperation is continuously carried out consciously during the learning process so that instilling habits (habituation) in students. While student learning outcomes improved in athletic subjects, with pre-cycle data of 11 people (29%), the average value of 50 or category D, cycle I 32 people (84%), the average value of 68 or category C and the second cycle of 38 people (100%) an average score of 92 or category A, improved learning outcomes occur because the learning environment is conducive and students remind and reinforce each other during the learning process, which is the impact of increasing the character of caring and cooperation.
The problem discussed in this study is whether there is an effect of the application of the problem based learning model on the learning outcomes of futsal dribble on students at SMA Negeri 5 Pontianak. The research was conducted using descriptive qualitative method involving two variables, namely the independent variable of the problem based learning model and the dependent variable. Subjects in this study were students of 30 students class X MIA 1 SMA Negeri 5 Pontianak. Technique uses tests and measurements, namely a test with a grid of measuring instruments. Data analysis using percentages. where the completeness of the pre-cycle futsal dribble learning outcomes 20% was then given learning through a problem based learning model in learning futsal dribble in the first cycle the completeness of the futsal dribble learning outcomes became 33.33%, then given learning through problem based learning learning models in the results learning dribble futsal in the second cycle, the completeness of learning outcomes of learning dribbling futsal becomes 96.67%. The conclusion in this study is that there is an increase in futsal dribble learning outcomes through the application of a problem based learning model in class X MIA V SMA Negeri 5 Pontianak.Keywords: problem based learning model, Futsal dribbling learning outcomes
Screen based technology leaves homework for parents and educational institutions. If this perpetual behavior continues, the child will lose a period in which all aspects of his development rapidly, one of which is that physically activity becomes limited, physical activity is generally formed in childhood aged 2-5 years. This period is called golden age period where the development of physical aspects becomes part of the development that needs special attention. The purpose of this research is to create rhythmic activities in the form of rhythmic gymnastics based on the traditional culture of West Kalimantan to provide guidance, shape variants, and enrich the movement activities for early childhood which are based on local wisdom values. Research uses research and development methods where research activities will produce a new product. The population and sample in this study were PAUD/TK in the city of Pontianak. The results of the study are the products of rhythmic activity can be accepted with a percentage rate of 100% (very acceptable) by the user, in the limited scale test the average rating obtained by the user is 86% (very good) and the broad scale test stage is obtained an average yield of 90% (very good).
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