This study aims to improve fundamental motor skill skills by using manipulative games. The method used in this study was experimental using a one-group pretest-posttest design. The research was conducted by applying manipulative games in physical education learning. To measure and find out the results of the data obtained by researchers using the statistical package for the social sciences (SPSS) software. The sample in this study was elementary school students with a total of 30 students. Random sampling with random sampling technique. The data collection technique in this study used a gross motor skill-second edition test which was analyzed using quantitative descriptions and different tests. The research results showed an increase in the fundamental motor skills of elementary school students through manipulative games; this was because manipulative games were able to stimulate students to be active in carrying out fundamental motor skills and fun activities for students. The conclusion in this study is that there is a significant effect of manipulative games on the fundamental motor skill of elementary school students.
This research objective was to determine the effects of Learning Strategies on Motivation and Learning Outcomes of Overhead Passing in Volleyball. The research sample consisted of 40 eleventh-grade senior high school students using a treatment by level 2x2 research design with the Tukey’s test at Qh level = 28.99 and Qt level = 3.79. The results significantly affected overhead passing learning outcomes in volleyball games between contextual teaching-learning (CTL) and expository learning strategies. The research results obtained FhFt, namely 47.80 4.06. Therefore, the overall conclusion reported an interaction between learning strategies and motivation on learning overhead passing in volleyball games. The Tukey’s test in groups A1B1 and A2B1 resulted in Qh= 17.42 and Qt=2.95. Based on these results, it can be concluded that the results of learning overhead passing in volleyball games on highly motivated students who were taught using the contextual teaching-learning strategy (CTL) were better than those taught using expository learning strategy. The Qh= 2.16 and the Qt = 2.95, meaning that the results of learning overhead passing in volleyball games of low motivated students who were taught using the contextual teaching-learning strategy (CTL) were not better than those taught using the expository learning strategies.
This study aims to improve the ability to catch in children using the ball thrower learning media. The method used in this study was experimental using a one-group pretest-posttest design. The research was conducted using manipulative motion learning to catch the ball using the throwing media. To measure and find out the results of the data obtained by researchers using the statistical package for the social sciences (SPSS) software. The sample in this study was upper-grade elementary school students. Twenty students were chosen with a random sampling technique. This study's data collection technique using the instrument is a ball catch test. The data analysis technique used a t-test with a significance level of 0.05. This study concluded that there was a significant effect of learning outcomes using the ball throwing learning media on the ability to catch the ball of elementary school students.
This study aims to modify the basic motion-based big ball game with a play approach in order to develop basic movement skills and be developed as a guide for sports teachers and learning with game concepts. The resulting product is a CD and a good ball game manual with a playing approach. The research was developed by adapting the Gall, Gall, & Borg educational research and development model. The development procedure used includes several stages: 1) analyzing the content of the developed product, 2) developing the initial game product, 3) expert validation, 4) field testing, 5) product revision of the data analysis techniques used in this study in two ways, namely quantitative and qualitative.
In 2045, Indonesia will get a demographic bonus of 70% of Indonesia's population. It is hoped that the Indonesian population at that time will excel, advance and be able to compete with other nations, as well as mature enough to overcome the issues of classical national problems, such as corruption, poverty and so on.In addition to family and society, school is one place in shaping character. Intelligence alone is not enough in dealing with these demands, but character is also a very important thing to realize a dream of a golden Indonesia. In terms of character formation, education takes an important role in this matter. Character education can be done in families, communities and schools.The purpose of this study was to determine the formation of characters at full day school, extracurricular and student athletes.This study uses literature study research methods on Full Day School, Extracurricular, and Student Athletes. Based on this, Full Day School, Extracurricular and Student Athletes have a role in character building.
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