{"title":"MENGGUNAKAN PERMAINAN TRADISIONAL GEDRIK DALAM MENINGKATKAN HASIL BELAJAR GERAK LOKOMOTOR SISWA KELAS 2 SD ISLAM SITI HAJAR KOTA MADIUN","authors":"Luqman Agung","doi":"10.36456/jbpo.v1i1.5192","DOIUrl":null,"url":null,"abstract":"Classroom Action Research conducted at SD Islam Siti Hajar grade 2 aims to improve student learning outcomes of locomotor motion. In improving the learning outcomes of students' locomotor motion, in this study using a traditional game called Gedrik. The game of Gedrik is carried out in turns according to the order of the players. Jumping players are not allowed to step on the line, use one leg, and are not allowed to leave the city that has been arranged. The player jumps with one foot from one box to another according to the agreed sequence. Of course, this game uses rules not in writing, but with the agreement that all players comply. The research design used was classroom action research (PTK) with test and observation type instruments. The research was conducted in February 2019 with the objects and subjects of the 2nd grade students of SD Islam Siti Hajar on learning locomotor motion. The data obtained were analyzed descriptively including the percentage and the average value of the learning outcomes. The research was conducted in 2 stages, namely cycle 1 and cycle 2. The results showed that there was an increase in the learning outcomes of students' locomotor motion from 33% of the completeness value in cycle 1 increased to 90% in cycle 2. The average value in cycle 1, namely 72, was included in the Not Complete criteria. Whereas in cycle 2, the average value of 78 is included in the Completion criteria. The conclusion is based on the results of classroom action research carried out, namely the use of traditional gedric games can improve learning outcomes of locomotor motion for grade 2 students of SD Islam Siti Hajar, Madiun City","PeriodicalId":160428,"journal":{"name":"Jurnal Buana Pedagogi Olahraga","volume":"58 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-03-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Buana Pedagogi Olahraga","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.36456/jbpo.v1i1.5192","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
在SD Islam Siti Hajar小学二年级进行的课堂行动研究旨在提高学生在肢体运动方面的学习效果。为了提高学生肢体运动的学习效果,本研究使用了一个传统的游戏Gedrik。Gedrik的游戏是根据玩家的顺序轮流进行的。跳高选手不允许踩线,不允许使用单腿,不允许离开已经安排好的城市。玩家按照约定的顺序用一只脚从一个盒子跳到另一个盒子。当然,这个游戏使用的规则不是书面的,而是所有玩家都遵守的协议。本研究采用课堂行动研究(PTK),采用测试型和观察型仪器。本研究于2019年2月以SD Islam Siti Hajar二年级学生为对象和被试进行了肢体动作学习的研究。对获得的数据进行描述性分析,包括学习成果的百分比和平均值。研究分2个阶段进行,即周期1和周期2。结果表明,学生的肢体运动学习成果从第1周期的33%增加到第2周期的90%。周期1的平均值,即72,包含在未完成标准中。而在周期2中,78的平均值包含在完成标准中。这一结论是基于课堂行动研究的结果得出的,即使用传统的网格游戏可以提高马迪恩市伊斯兰西蒂哈贾尔小学二年级学生的肢体动作学习效果
MENGGUNAKAN PERMAINAN TRADISIONAL GEDRIK DALAM MENINGKATKAN HASIL BELAJAR GERAK LOKOMOTOR SISWA KELAS 2 SD ISLAM SITI HAJAR KOTA MADIUN
Classroom Action Research conducted at SD Islam Siti Hajar grade 2 aims to improve student learning outcomes of locomotor motion. In improving the learning outcomes of students' locomotor motion, in this study using a traditional game called Gedrik. The game of Gedrik is carried out in turns according to the order of the players. Jumping players are not allowed to step on the line, use one leg, and are not allowed to leave the city that has been arranged. The player jumps with one foot from one box to another according to the agreed sequence. Of course, this game uses rules not in writing, but with the agreement that all players comply. The research design used was classroom action research (PTK) with test and observation type instruments. The research was conducted in February 2019 with the objects and subjects of the 2nd grade students of SD Islam Siti Hajar on learning locomotor motion. The data obtained were analyzed descriptively including the percentage and the average value of the learning outcomes. The research was conducted in 2 stages, namely cycle 1 and cycle 2. The results showed that there was an increase in the learning outcomes of students' locomotor motion from 33% of the completeness value in cycle 1 increased to 90% in cycle 2. The average value in cycle 1, namely 72, was included in the Not Complete criteria. Whereas in cycle 2, the average value of 78 is included in the Completion criteria. The conclusion is based on the results of classroom action research carried out, namely the use of traditional gedric games can improve learning outcomes of locomotor motion for grade 2 students of SD Islam Siti Hajar, Madiun City