Improving Learning Outcomes Of Front Roll On Floor Gymnastics Through A Game Model In Class IV Students Of Primary School Negeri 70 Lubuklinggau

Restu Triwijaya
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引用次数: 1

Abstract

This study aims to determine the role of the game model in improving the learning outcomes of fourth grade students of SD Negeri 70 Lubuklinggau by analyzing data on learning outcomes obtained from learning in cycle I and cycle II. This research is a classroom action research conducted collaboratively and participatively with peers. The research subjects were fourth grade students of SD Negeri 70 Lubuklinggau in the odd semester of the 2023/2024 academic year, totaling 27 students. The results showed that the teaching and learning process of forward rolling improved from cycle I and cycle II, as evidenced from cycle I the average student activity reached 48.75% with sufficient criteria, cycle II reached 72.5% with good criteria. Cycle I teacher skills reached 57.5% with sufficient criteria, cycle II 73.75% with good criteria. Based on data analysis, it can be concluded that learning front roll floor exercises through a game model can improve student learning outcomes. Initial data obtained from cycle I class average of 66.66% or a total of 18 students who meet the KKM standard of 70, while 9 students or 33.33% have not met the KKM. The average score at the end of cycle II increased to 24 or 88.88% who met the KKM and 3 students or 11.11% below the KKM.
通过游戏模式提高 Negeri 70 Lubuklinggau 小学四年级学生地板体操前滚翻的学习成果
本研究旨在通过分析周期 I 和周期 II 的学习成果数据,确定游戏模式在提高 SD Negeri 70 Lubuklinggau 四年级学生学习成果方面的作用。本研究是一项课堂行动研究,通过与同伴合作和参与的方式进行。研究对象是 2023/2024 学年单数学期的卢布林高 70 号学校四年级学生,共 27 人。研究结果表明,前滚翻的教学过程在第一和第二周期都有所改善,第一周期的学生活动平均达到48.75%,达到充分标准,第二周期的学生活动平均达到72.5%,达到良好标准。周期 I 的教师技能达到 57.5%,达到充分标准,周期 II 的教师技能达到 73.75%,达到良好标准。根据数据分析,可以得出结论:通过游戏模式学习前滚翻地板练习可以提高学生的学习效果。从周期 I 班级平均分 66.66%,即共有 18 名学生达到 70 分的 KKM 标准,而有 9 名学生未达到 KKM 标准,占 33.33%。第二周期结束时,平均分上升到 24 人(88.88%)达到了 KKM 标准,3 人(11.11%)低于 KKM 标准。
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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