The purpose of this study was to determine the effectiveness of the Teaching Games for Understanding (TGfU) method on fifth-grade students' motivation and physical fitness of elementary school at SDN 11 Sungai Sariak. This research used quantitative research with a quasi-experimental design involving 33 students. The instrument of research used observation sheets, questionnaires, field notes, and interviews. Data analysis used the frequency distribution and inferential analysis with independent t-test. Research results revealed that 1) there is a significant difference in students' motivation between TGfU class and conventional class, and 2) there are also significant differences in physical fitness between TGfU class and conventional class. The TGfU method can provide teaching activities with the inductive concept. It leads students to observe and solve the problem during the learning process by stimulating them with many activities. In conclusion, the TGfU method makes students proficient in sport, confident, and able to cooperate with their working group and be able to master all the techniques of the games.
Paper bertujuan memaparkan inovasi pendidikan berbasis teknologi informasi di negara-negara maju seperti Amerika Serikat, Inggris, Cina dan Jepang menuju peradaban pendidikan masa depan. Inovasi pendidikan masa depan terus berpacu seiring dengan kemajuan teknologi informatika di seluruh dunia, termasuk di Indonesia. Kemajuan pendidikan di negara-negara maju telah melahirkan berbagai inovasi pendidikan di Indonesia diantaranya kebijakan pendidikan berbasis web yang dikenal dengan online learning atau distance learning yang sudah dipelopori oleh Amerika Serikat, Inggris, Cina dan Jepang sebagai Negara-negara maju yang lebih dahulu memanfaatkan kemajuan digital bagi pembangunan sistrem pendidikan masa depan mereka. Kemajuan era digital di negara-negara maju ini memberikan dampak positif bagi Indonesia yang kemudian ikut membangun platform pendidikan berbasis teknologi informasi sebagai sarana pendukung perbaikan proses pembelajaran masa depan dalam upaya meningkatkan mutu pendidikan dasar, menengah dan perguruan tinggi. Hal ini terwujud dalam kebijakan pembelajaran jarak jauh yang dicanangkan pemerintah Indonesia mengunakan platform pembelajaran e-learning yang sudah menjadi keharusan bagi perguruan tinggi di Indonesia menyediakan system pembelajaran berbasis web ini.
Abstract-This study aims to know is there Increase of naturalistic intelligence owned kindergarten's students by using teaching methods of discovery learning supported by the use of learning resources that directly represent of intentionally natural environment to be set by investigators as a learning resource of artificial environment, this research is classroom action research with qualitative approach. The findings of the research Showed that there is a significant improvement over the naturalistic intelligence on students who follow learning through discovery learning method by utilizing the artificial environment of learning resources.
The aims of the research were to analyze the influence of the flipped classroom model and students' social engagement in the vocational class. The method of study was experimental-quantitative research with survey methods. The subject of the research was eleventh-grade students of State Vocational School Number 2 Padang as many as 60 people. The data of Students' social engagement were collected by using questionnaires with a 5-point Likert scale and speaking performance data were collected by using Oral English Competency Test. Analysis of data used multiple linear regression tests. The finding of the research reported that the implementation of a flipped classroom model to strengthen Students' social engagement in the line of socialization ability; personal communication ability and self-control to cooperate with others have a significant relationship with students' speaking performance. English teachers can utilize the flipped classroom model to a foreign language learner class to improve students' speaking performance by strengthening social engagement.
This study aims to describe the effect of Teaching Game for Understanding (TGfU) in increasing the students’ motivation and physical fitness. TGfU is a training concept of sport based on game. It is not only have meaning as strengthening educational praxis in fields of sport-game separately, but rather to develop an educational approach to the problems solving in tactical strategy in a competition of the sport-game, and also about attitude, motivation, responsibility for the task, collaboration, etc. Method of this study uses a qualitative approach with classroom action research. The results of the study reported that method of TGfU can increase students’ motivation and physical fitness especially in the second cycle of teaching and learning in the field. For sport teacher is advised to use this model in order to improve students’ participation, motivation, tactical cognitive and strategy and sport achievement of their physical fitness, especially for the subject matter of sport required the game approach.
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