运用游戏教学法提高八年级学生短距离跑步成绩的努力

Frederikus Yoga, Agusti Mardikaninsih
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引用次数: 0

摘要

本研究旨在探讨游戏教学法对八年级学生短跑成绩之改善。这种类型的研究是课堂行动研究(CAR),有三个周期。所使用的仪器为短距离运行试验。本研究对象为八年级学生,共16名。使用的数据分析技术是带有百分比的描述性统计。根据研究结果,八年级学生通过游戏方式进行短距离跑步测试,第一周期平均成绩为64.58分,第二周期平均成绩为71.87分,第三周期平均成绩为80分,从这些结果可以看出,八年级学生通过游戏方式进行短距离跑步测试,成绩有所提高。在这项研究中,我创建了一个学生表现网格,其中有几个指标将决定学生的分数。学习冲刺长跑的KKM值由短跑运动技术掌握程度、运动热情、运动协调性等几个评价标准得出,由起跑态度、跑步时的身体姿势、手臂摆动、结束时的身体姿势、成绩等几个方面评价。成就(时间)。为了获得高于KKM的分数,在学习过程中,教师必须能够最大限度地发挥支持学习成就的因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Efforts to Improve Short-Distance Running Achievement Through a Play Approach in Grade VIII Students
The purpose of this study was to determine the improvement of short-distance running achievement through a play approach to class VIII students. This type of research is classroom action research (CAR), with three cycles. The instrument used is a short distance running test. The subjects in this study were class VIII students, totaling 16 students. The data analysis technique used is descriptive statistics with percentages. Based on the results of the study, the results of the Short Distance Running test through a play approach to class VIII students obtained an average achievement in cycle 1 of 64.58, an average of 71.87 in cycle 2, and an average of cycle 3 obtained 80, From these results, it can be concluded that there is an increase in Short Distance Running Achievement through a Playing Approach for Class VIII Students. In this study, I created a student performance grid in which there are several indicators that will determine student scores. The KKM value for learning sprint distance running is obtained with several assessment criteria, namely mastery of movement techniques, enthusiasm and harmony in practicing sprint running, while for the aspects assessed, namely starting attitude, body posture when running, arm swing, body posture at the finish and grades. achievement (time).  To get a score above the KKM, in the learning process the teacher must be able to maximize the factors that support the achievement of the learning.
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