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HASIL BELAJAR LOMPAT JAUH MELALUI POLA BERMAIN MENGGUNAKAN SIMPAI SISWA KELAS V SD

ACTIVE: Journal of Physical Education, Sport, Health and Recreation · Vol. 2 No. 2 (2013)

DOI
10.15294/active.v2i2.974
ISSN
2460-724X, 2252-6773
Terbit
2013-02-06
Penerbit
Department of Physical Education, Sport, Health and Recreation
Bahasa
eng

Abstrak

AbstrakLompat jauh merupakan salah satu nomor dalam cabang olahraga atletik yang diajarkan pada siswa. Sekolah Dasar. Namun dalam proses pembelajaran belum terlaksana secara optimal. guru perlu merencanakan suatu model pembelajaran yang menarik bagi siswa dan dapat mengembangkan potensi siswa. Salah satunya permainan lompat jauh menggunakan simpai. Penelitian ini menggunakan desain penelitian tindakan kelas. Pelaksanaan penelitian ini tindakan kelas ini dilakukan dalam dua siklus yaitu siklus I dan siklus II. Setiap siklus terdiri atas empat tahap, yaitu perencanaan, tindakan, observasi, dan refleksi. Hasil belajar yang dinilai adalah aspek kognitif, afektif dan psikomotor. Hasil penelitian dari siklus I ke Siklus II belajar kognitif 77,46, afektif 82,29 dan psikomotor 78,73. Hasil ini sudah mencapai batas minimal ketuntasan yaitu 70.Berdasarkan data hasil penelitian, disimpulan bahwa permainan lompat jauh menggunakan simpaidapat meningkatkan hasil belajar siswa.AbstractThe students of elementary school at SD N Tambak Aji 04 has barriers to join sport activity, especially on the subject of learning sprint. Students tend tobe more passive in teaching physical education. The result of this problem is limited movement of the student. Hence the need for modifications in the learning process. The method of research is developing. The procedures of product development includes needs analysis, develop initial product, the evaluation by experts, the first product revision, field tests, revision of the final product, the final fortress game model for learning sprinting on fifth grade elementary school students. The data was collected using field observations and question naires were obtained from expert evaluation. The data analysis technique used is descriptive percentages. From the test results obtained by the expert evaluation data, expert Penjasorkes 87.5% (good), a lesson I 81.3% (good), a learning II 97.3% (very good). Moderate data from small-scale trials psychomotor aspects of 82.5% (good), cognitive 90.5% (very good), affective 92.5% (very good) and the large-scale trials psychomotor aspects 90% (good), Cognitive 91.9% (very good), affective 89.5% (good). From these results it can be concluded fortress game model for learning sprint worth using. With the development of effective pernjasorkes learning outcomes of fifth grade at SD N tambak aji 04.

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35 penulis · 71 tautan kepenulisan bersama · 5 lintas organisasi

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  • State University of Semarang
  • Sunan Gunung Djati State Islamic University Bandung
  • Universitas Islam Negeri Salatiga
  • Afiliasi tidak diketahui
  • Organisasi berbeda
  • Organisasi sama
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Rekan penulisOrganisasiArtikel bersama
Ipang SetiawanState University of Semarang2
Agung WahyudiState University of Semarang2
Dwi Gansar Santi WijayantiState University of Semarang2
Cahyo YuwonoState University of Semarang1
Mukhamad Faiz RidloState University of Semarang1
Umarul SyifaState University of Semarang1
Mugiyo HartonoState University of Semarang1
Hasa Maulana LazuardiState University of Semarang1
Hanif IrsyadaState University of Semarang1
Leni Yunita WidodoState University of Semarang1
Hani AdityaState University of Semarang1
Luluk AwaliyyaState University of Semarang1
Dwi Inayatul HikmahState University of Semarang1
Mei Sulistiyono SulistiyonoState University of Semarang1
Dhika ArfiansyahAfiliasi tidak diketahui1
Muhammat Styo AjiState University of Semarang1
Faisal Nur AdhinataState University of Semarang1
Muhammad Dzikri Al AmjadState University of Semarang1
Martin SudarmonoState University of Semarang1
Dia Tri PambayunState University of Semarang1
Heri TriyantoState University of Semarang1
Mohamad AnnasState University of Semarang1
Nova Sularjo PutriState University of Semarang1
Andry AkhiruyantoState University of Semarang1
Widhi PrastyoState University of Semarang1
Eka Trikanthi Agustina Trikanthi Agustina AgustinaState University of Semarang1
Wahyu HidayatSunan Gunung Djati State Islamic University Bandung1
Endro Puji PurwonoState University of Semarang1
Eka Trikanthi AgustinaAfiliasi tidak diketahui1
Vivi Septiana ParistaState University of Semarang1
Bambang PriyonoState University of Semarang1
Fatkhur RoziUniversitas Islam Negeri Salatiga1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/sju/index.php/peshr/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 6 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en-US">HASIL BELAJAR LOMPAT JAUH MELALUI POLA BERMAIN MENGGUNAKAN SIMPAI SISWA KELAS V SD</dc:title>
	<dc:creator>Putra, Angga Laksana</dc:creator>
	<dc:creator>Hanani, Endang Sri</dc:creator>
	<dc:creator>Qoriah., Anirotul</dc:creator>
	<dc:description xml:lang="en-US">AbstrakLompat jauh merupakan salah satu nomor dalam cabang olahraga atletik yang diajarkan pada siswa. Sekolah Dasar. Namun dalam proses pembelajaran belum terlaksana secara optimal. guru perlu merencanakan suatu model pembelajaran yang menarik bagi siswa dan dapat mengembangkan potensi siswa. Salah satunya permainan lompat jauh menggunakan simpai. Penelitian ini menggunakan desain penelitian tindakan kelas. Pelaksanaan penelitian ini tindakan kelas ini dilakukan dalam dua siklus yaitu siklus I dan siklus II. Setiap siklus terdiri atas empat tahap, yaitu perencanaan, tindakan, observasi, dan refleksi. Hasil belajar yang dinilai adalah aspek kognitif, afektif dan psikomotor. Hasil penelitian dari siklus I ke Siklus II belajar kognitif 77,46, afektif 82,29 dan psikomotor 78,73. Hasil ini sudah mencapai batas minimal ketuntasan yaitu 70.Berdasarkan data hasil penelitian, disimpulan bahwa permainan lompat jauh menggunakan simpaidapat meningkatkan hasil belajar siswa.AbstractThe students of elementary school at SD N Tambak Aji 04 has barriers to join sport activity, especially on the subject of learning sprint. Students tend tobe more passive in teaching physical education. The result of this problem is limited movement of the student. Hence the need for modifications in the learning process. The method of research is developing. The procedures of product development includes needs analysis, develop initial product, the evaluation by experts, the first product revision, field tests, revision of the final product, the final fortress game model for learning sprinting on fifth grade elementary school students. The data was collected using field observations and question naires were obtained from expert evaluation. The data analysis technique used is descriptive percentages. From the test results obtained by the expert evaluation data, expert Penjasorkes 87.5% (good), a lesson I 81.3% (good), a learning II 97.3% (very good). Moderate data from small-scale trials psychomotor aspects of 82.5% (good), cognitive 90.5% (very good), affective 92.5% (very good) and the large-scale trials psychomotor aspects 90% (good), Cognitive 91.9% (very good), affective 89.5% (good). From these results it can be concluded fortress game model for learning sprint worth using. With the development of effective pernjasorkes learning outcomes of fifth grade at SD N tambak aji 04.</dc:description>
	<dc:publisher xml:lang="en-US">Department of Physical Education, Sport, Health and Recreation</dc:publisher>
	<dc:date>2013-02-06</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/sju/peshr/article/view/974</dc:identifier>
	<dc:identifier>10.15294/active.v2i2.974</dc:identifier>
	<dc:source xml:lang="en-US">ACTIVE: Journal of Physical Education, Sport, Health and Recreation; Vol 2 No 2 (2013): February 2013</dc:source>
	<dc:source>2460-724X</dc:source>
	<dc:source>2252-6773</dc:source>
	<dc:source>10.15294/active.v2i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/sju/peshr/article/view/974/1004</dc:relation>
	<dc:relation>10.15294/active.v2i2.974.g1004</dc:relation>
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