Comparison of Learning Outcomes Cycle I and Cycle II

Comparison of Learning Outcomes Cycle I and Cycle II

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This study aims to improve the learning outcomes of the squat-style long jump through traditional games in grade VI A SD Agung Persada Bandar Khalipah. The problem in this study is how to improve the squat style long jump through traditional games for elementary school students. The research method used in this research was classroom action researc...

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... This is one of the bases for researchers in conducting this research, because in this study the results of the activities developed can be carried out with equipment that is easy to obtain but still safe. In addition, long jump learning using a play approach has been shown to be effective for improving long jump skills, so researchers intend to provide a variety of other forms of games to improve long jump skills [12]. Before making play activities, researchers analyzed the stages of implementing long jump movements which based on the International Association of Athletics Federations (IAAF), the long jump stages are divided into 4 stages, namely (1) Approach, (2) Take Off, (3) Flight, and (4) Landing. ...
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Introduction: Physical education has many skills to learn, one of which is the long jump skill. The long jump is a branch of athletics learning which is generally less attractive to students, facts on the ground explain that students are not happy with athletics lessons, and students are not serious about taking part in lessons. Aim: This study aims to develop play activities in physical education learning long jump hanging style based on the CGFU-PM515 concept for elementary school students. The implementation of this activity is made in a circuit so that it can be played individually or in groups in an interesting and fun way. Method: This development research applies the 4D development model by Thiagarajan with the following steps: (1) Define, (2) Design, (3) Develop, and (4) Disseminate. The developed play activities consist of four types of activities based on their benefits in learning the long jump long jump style, in addition to making it easier to recognize the playing activities being developed, the researcher innovates by giving the name of the letter in each type of activity as follows: "A" for the type of prefix activity , "R" for the type of repulsion activity, "G" for the type of hovering activity, and "O" for the type of landing activity. So that this playing activity can also be called the name "ARGO" playing activity. Result: The data obtained from this research is in the form of quantitative data, from the data then tested the validity and practicality tests. Test the validity of the products developed by looking at the suitability of several aspects including: (1) Compatibility with basic competencies gets a high validity level with a score of 0.97, (2) The accuracy of the material gets a high validity level with a score of 0.9, (3) Encouraging curiosity has a moderate level of validity with a score of 0.77. Then for the practicality test the results were 96% and based on the criteria for giving a practicality value the results were stated to be very practical. Conclusion: So it can be concluded that the play activities developed are very interesting, in accordance with learning objectives, and effective for elementary school students.
... The results of further studies show that traditional games have a significant impact on academic achievement through increasing students' manipulative movements (Nasution et al., 2022). Active participation in traditional games allows students to develop their fine motor skills in a fun and natural way (Hafeez, 2022). ...
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