PENINGKATAN HASIL BELAJAR LARI 60 METER MELALUI PENDEKATAN BERMAIN PADA SISWA KELAS V SD NEGERI 2 MASOHI KABUPATEN MALUKU

Frans Siahaya, Bahmid Hasbullah
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Abstract

This study aims to determine whether there is an increase in the learning outcomes of running 60 meters through a playing approach for fifth grade students at SD Negeri 2 Masohi. The data obtained through classroom action research (CAR) was carried out in three cycles, namely cycles I, II and cycle III. Data for each cycle were obtained from observations and performance tests based on the indicators assessed in the assessment rubric. Furthermore, all scores obtained by each student, divided by the maximum score multiplied by one hundred percent (100%), will obtain the value of each student. This value is the final result obtained by each student which will determine whether the student is declared complete or not so that it can be continued in cycles II and III. After taking action in cycle I, the results of learning to run a distance of 60 meters with a playing approach were 28.76%. After being given action in cycle II, from 28.76% it rose to 67.87%, there was an increase of cycle III from 67.87% rose to 78.38% there was an increase of = 10.51%. Based on the results found in the implementation of the research described above, (Pupuh and M. Sobry Sutikno, 2007), explains that learning is essentially a "change" that occurs within a person after carrying out certain activities. Based on this theory, in the implementation of actions or learning carried out in 3 cycles, there are changes that occur in each cycle both in attitudes (affective), knowledge (cognitive) and skills (psychomotor). Thus it can be concluded that the play approach can be used to improve the learning outcomes of 60 meter running in class V SD Negeri 2 Masohi.
本研究旨在确定在SD Negeri 2 Masohi的五年级学生中,通过玩的方式是否会增加60米的学习成果。通过课堂行动研究(CAR)获得的数据分三个周期进行,即周期I,周期II和周期III。每个周期的数据是根据评估标题中评估的指标进行观察和性能测试获得的。此外,每个学生获得的所有分数除以最高分数乘以百分之百(100%),将得到每个学生的价值。这个值是每个学生获得的最终结果,它将决定该学生是否被宣布完成,以便可以继续进行第二和第三个循环。在第一轮动作后,用玩耍的方式学习跑60米的成绩为28.76%。在第II周期给予作用后,从28.76%上升到67.87%,第III周期从67.87%上升到78.38%,增加= 10.51%。根据上述研究的实施结果,(Pupuh和M. Sobry Sutikno, 2007)解释说,学习本质上是在进行某些活动后发生的一种“变化”。根据这一理论,在三个周期中进行的行动或学习的实施中,每个周期中都有态度(情感)、知识(认知)和技能(精神运动)的变化。因此,可以得出结论,游戏方法可以提高V SD Negeri 2 Masohi班60米跑的学习效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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