Model Pembelajaran Aktivitas Kebugaran Jasmani melalui Permainan Puzzle Run

Khamami Khamami, Martin Sudarmono
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Abstract

The aim of the researcher through this research is to produce game media products to facilitate physical fitness learning in fourth grade elementary schools. This research is a research and development (R&D). The results of the initial product expert validation obtained an average (83.3%) very good. With the revision, the safety of students and equipment was adjusted to the characteristics of elementary school students. The results of small-scale trials obtained on average (83.61%) were very good. The expert's revision results stated that it was feasible to use. The results of large-scale trials obtained on average (89.38%) are very good. Based on the results of the research analysis, the puzzle run game media can be used as a medium for learning physical fitness activities in elementary schools. suggestions for physical education teachers, it is hoped that they can use this media for learning physical fitness activities according to the media use book so that they can help students become more active and enthusiastic about participating in physical education learning at school.
通过益智跑游戏开展体适能活动的学习模式
研究者通过本研究的目的是制作游戏媒体产品,促进小学四年级学生的体育健身学习。这项研究是一项研究与开发(R&D)。初步的产品专家验证结果获得平均(83.3%)非常好。随着修订,学生和设备的安全调整,以适应小学生的特点。小规模试验的平均结果(83.61%)很好。专家的修订结果表明,使用是可行的。大规模试验的平均结果(89.38%)很好。根据研究结果分析,益智跑游戏媒体可以作为小学体育健身活动学习的媒介。给体育教师的建议,希望他们能够根据媒体使用书,使用这一媒体进行学习健身活动,从而帮助学生更加主动和热情地参与学校的体育学习。
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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