ArticlePDF Available

TRADITIONAL GAMES IN IMPROVING LEARNING OUTCOMES OF SQUAT STYLE LONG JUMP IN ELEMENTARY SCHOOL STUDENTS

Authors:

Abstract and Figures

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 research. The population in this study were all students Class VI SD Agung Persada Bandar Khalipah, Deli Serdang Regency with 37 students. From the data analysis that has been done, it can be concluded that using traditional games can have an influence and improve learning outcomes in the squat style long jump. Where in the first learning outcomes test, the research results obtained that the percentage of the average value after conversion was 66.18 and the student's classical learning completeness level was 56.76%. Therefore, traditional games can be used as materials for ways to convey learning to students.
Content may be subject to copyright.
Physical Education, Health and Recreation; Vol. 7, No. 1 (2022) 14-19
ISSN-E: 25489208- ISSN-P:25489194
Published by Study Program Physical Education, Health and Recreation _State University of Medan
Email: pjkr@unimed.ac.id
14
TRADITIONAL GAMES IN IMPROVING LEARNING OUTCOMES OF
SQUAT STYLE LONG JUMP IN ELEMENTARY SCHOOL STUDENTS
1 Alwi Fahruzy Nasution 2* Fatin Nadifa Tarigan 3 Yulia Tiara Tanjung
Correspondence: 2 Faculty of Teacher Training and Education, Universitas Pembinaan
Masyarakat Indonesia, Medan, Indonesia
Email: nadifafatin11@gmail.com
ABSTRACT
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 research. The population in this study were all students Class VI SD Agung Persada
Bandar Khalipah, Deli Serdang Regency with 37 students. From the data analysis that has been done, it can be
concluded that using traditional games can have an influence and improve learning outcomes in the squat style
long jump. Where in the first learning outcomes test, the research results obtained that the percentage of the
average value after conversion was 66.18 and the student's classical learning completeness level was 56.76%.
Therefore, traditional games can be used as materials for ways to convey learning to students.
Keywords: long jump, squat style, traditional game
Introduction
Humans need education in their lives, where education is an effort so that humans can
develop their potential through the educational process. Education is said to be good if it can
provide opportunities for the development of all aspects of the human person or in other
words is able to formulate educational goals that contain the development of aspects of the
human person. The learning process occurs in everyone throughout his life. The learning
process occurs because of the interaction between a person and his environment, therefore
learning can occur anytime and anywhere. One sign that someone has learned is a change in
behavior in that person which may be caused by a change in the level of knowledge, skills, or
attitudes.
In the teaching and learning process, the teacher must have a teaching style or strategy,
so that students can learn effectively and efficiently. In physical education, educators must be
able to work on students various basic movement skills, techniques, game strategies, the
values contained in physical education of sportsmanship, honesty, mutual cooperation,
discipline and healthy living habits (Suherman, 2000). One of the steps to having that strategy
is regarding the techniques of presenting lesson materials. Lesson presentation technique is a
knowledge of ways to do PBM well by the teacher. Another understanding is as a presentation
technique that is mastered by the teacher to teach or present learning materials to students
outside the classroom, such as playing games, and others.
Physical Education, Health and Recreation; Vol. 7, No. 1 (2022) 14-19
ISSN-E: 25489208- ISSN-P:25489194
Published by Study Program Physical Education, Health and Recreation _State University of Medan
Email: pjkr@unimed.ac.id
15
From generation to generation it has been realized that playing is a fun activity. The
limitations of knowing play are important to understand because it functions as a parameter,
among others, in determining the extent to which activities carried out by children can be
categorized as playing or not playing. But now, many generations have contaminated their
personality through the development of modern times. Folk games or traditional games as
cultural assets of the nation need to be preserved, explored and developed, because apart from
being a sport or game to fill spare time, they also have the potential to be further developed as
a game that can help improve the physical quality of the perpetrators.
Traditional games seek to form a part of the life lived by our ancestors. The main thing
that ensures the continuity of traditional games in the past is the uniformity of the way of life
of our ancestors. Traditional games are also known as folk games. Some of these games are
not played anymore but are only known by our mothers and fathers, and our grandparents.
But some are still being played by children to this day. We have many types of traditional
games which are the cultural diversity of the nation, this requires serious and continuous
management and guidance so that in addition to being a sport, it can also become a tourism
object that will increase the country's foreign exchange and concern the name of the nation in
the world. Traditional games are games that children like, they play with pleasure and do it
seriously. Sukintaka (1992) defines traditional games as those that have been played by
children in an area traditionally. The tradition here is that the game is inherited from
generation to generation. If the game has been played by children from age to age.
It's been a long time since people played. And playing has become a reality and is a
widespread phenomenon in various circles of society, be it children, adolescents, adults, the
elderly, men and women. In connection with the development and development of human
resources, physical education in schools has a very basic role. The role is important because
it is a direct effort that is in contact with the physical and psychological growth and
development of students. Motion and games are vehicles to stimulate motivation and
encouragement in stimulating the learning process at school.
In physical education, game applications are usually able to improve student learning
outcomes. Where students feel more happy and interested in carrying out the teaching and
learning process. Especially in physical education learning on the subject of long jump
athletics which requires techniques in performing movements, such as long jump style
hanging (hang), squat style (tuck) and walking in the air (walking on the air). Each subject
matter certainly has a varying level of difficulty. And many kinds of traditional games that
will be able to improve the long jump learning outcomes. And this should be known by the
teacher. So that learning is always interesting, not boring and students stay enthusiastic.
Andriani's research (2012) explains that traditional games can train children's
concentration, knowledge, attitudes, skills and dexterity which are naturally carried out by the
human brain and body. In addition, traditional games can also develop aspects of moral
development, religious values, social, language, and motor function. Reinforced by research
by Anggraeni, et al (2018), that there is a significant effect of traditional jumping rope games
Physical Education, Health and Recreation; Vol. 7, No. 1 (2022) 14-19
ISSN-E: 25489208- ISSN-P:25489194
Published by Study Program Physical Education, Health and Recreation _State University of Medan
Email: pjkr@unimed.ac.id
16
on gross motor development (jumping) in children aged 5-6 years at Pembinaa State
Kindergarten Surabaya. Some traditional games need to be introduced to early childhood in
order to preserve the richness of local culture and to stimulate early childhood social skills.
The results of this identification will then be useful in preserving traditional games and
practically in developing early childhood learning in various educational traditional games
(Nyoman, 2010). The results of Hardovi's research (2019) stated that split squat jump training
and depth jump training after being given 3 times a week for 2 months had a significant effect
on increasing leg muscle explosive power in volleyball players at SMPN 5 Jember.
From the results of observations on physical education learning at SD Agung Persada
Bandar Khalipah that there were several problems, namely students were not able to perform
the basic long jump technique with squat style properly and precisely, so that the results of
learning the basic long jump technique were not satisfactory, then concentrate students in
following the teaching and learning process (PBM) they are currently following. It can be
seen from the way of doing repulsion, pedestal, and landing attitude. The physical education
teacher also provides several repetition opportunities to perform the long jump to these
students. However, the results were still unsatisfactory, it can be seen from the process of
doing it from the start, pedestal and landing attitude. Another problem such as students' long
jump learning outcomes that were less than satisfactory. Where in class VI A there are 37
students, and those who complete learning are still far below the average. This problem makes
researchers interested in conducting research on traditional games to improve learning
outcomes in the squat style long jump in elementary school students.
Method
The research method used in this research was classroom action research. According
to Kristiyanto (2010) CAR in physical education and sports coaching is a form of reflective
study and is carried out to improve the rational ability of the teacher/coach's actions in
carrying out tasks, deepen understanding of the actions they take, and improve conditions in
which practice - the practice of learning physical education/sports coaching is carried out,
starting with planning, implementing, observing, and for each cycle. According to Arikunto
(2010), in general, in each cycle, there are four stages that are passed in carrying out
classroom action research, namely planning (planning), action (acting), The research location
is at SD Agung Persada Bandar Khalipah, Deli Serdang Regency. And the population in this
classroom action research is class VI A SD Agung Persada Bandar Khalipah, totaling 37
students.
Discussion
Based on the description of the research data, this study obtained the following results:
After giving the action in cycle I for one meeting, students were given a test of
learning outcomes I which was then obtained. Of the 37 students who were the subjects in this
study, it turned out that only 21 students (57.76%) already had learning mastery, while the
Physical Education, Health and Recreation; Vol. 7, No. 1 (2022) 14-19
ISSN-E: 25489208- ISSN-P:25489194
Published by Study Program Physical Education, Health and Recreation _State University of Medan
Email: pjkr@unimed.ac.id
17
rest, namely 16 students (43.24%) did not yet have learning mastery. The average value
obtained only reached 66.18. However, it has not met the expected classical completeness
criteria, which is 85%. Because there are several factors that these students have not been able
to reach the level of mastery learning, namely the lack of understanding of students with the
process of doing the technique of doing the squatting style long jump well and students' lack
of understanding in independent practice.
Then after being given action in cycle II for one meeting, students were again given a
test of learning outcomes II which was then obtainedIt turns out that 32 students (86.49%)
already have learning mastery, while the rest, namely 5 students (13.51%) do not yet have
learning mastery. The average value obtained only reached 75.65. Some people have not
finished learning because the unfinished students are sick and are menstruating so that they
are less than optimal in doing the squat long jump.
Table 1. Comparison of Learning Outcomes Cycle I and Cycle II
Cycle
Not Pass
Minimum
Criteria
Score
Percentage
Pass
Minimum
Criteria
Score
Percentage
Score
average
Pre-Test
28
75.68%
9
24.32%
50.42
Cycle I
16
43.24%
21
56.76%
66.18
Cycle II
5
13.51%
32
86.49%
75.65
From the data analysis that has been done, it can be concluded that using traditional
games can have an influence and improve learning outcomes in the squat style long jump.
Because there are several factors that these students have not been able to achieve the mastery
level of learning, namely the lack of understanding of students with the process of doing the
squat-style long jump technique well and students' lack of understanding in doing the squat-
style long jump technique and the lack of activeness of students in independent practice
activities. Henceforth, it is necessary to carry out corrective actions in cycle II.
In the first cycle the researchers found many difficulties experienced by students in
learning including:
1. There are still many mistakes that occur when doing the squat style long jump
technique.
2. How to resist the feet while on the pedestal becomes a very big obstacle.
3. Students are less active in independent practice. To overcome this, researchers
motivate students so that they want to do independent exercises.
Then in the second cycle of learning, it can be seen that there has been an increase in
student activity from the previous cycle. From the test results of the analysis carried out, it
was concluded that there had been an increase in students' abilities. This increase occurred
after learning using traditional games was better designed in cycle II which was based on
reflection and experience in cycle I. In the learning outcomes test II, the research results
Physical Education, Health and Recreation; Vol. 7, No. 1 (2022) 14-19
ISSN-E: 25489208- ISSN-P:25489194
Published by Study Program Physical Education, Health and Recreation _State University of Medan
Email: pjkr@unimed.ac.id
18
obtained that the percentage of the average score after conversion was 75.65 and the students'
mastery level of classical learning is 86.49%. This means that there is an improvement from
cycle to cycle. The percentage increase in the average value of student learning outcomes
from the previous test is 9.47 and the increase in classical completeness is 29,
However, there are still some students who have not obtained complete learning per
individual even though the value obtained has increased compared to cycle I. And to fix the
problem these students are returned tophysical education teachers to improve student learning
outcomes. Mastery of technique in every sport is the main key in achieving success, as is the
case in the squat long jump. Traditional games can be used as materials for ways to convey
learning to students. Traditional games usually attract students' interest because students in
Grade VI SD still tend to have a childlike nature who like to play, so that when doing
traditional games as a delivery of long jump learning the squat style will work as expected.
Conclusion
Based on student learning outcomes, there is an increase in the process of learning
outcomes in the squat style long jump through traditional games in the first cycle, after the
first learning outcome test, it can be seen that the initial ability of students in performing the
squat style long jump technique is still low. Of the 37 students who were the subjects in this
study, it turned out that only 21 students (57.76%) already had learning mastery, while the
rest, namely 16 students (43.24%) did not yet have learning mastery. The average value
obtained only reached 66.18.
Meanwhile, in the second cycle, it can be seen that the students' ability to perform
classical learning outcomes tests has increased. It turns out that 32 students (86.49%) already
have learning mastery, while the rest, namely 5 students (13.51%) do not yet have learning
mastery. The average value obtained only reached 75.65.
Based on this, it can be concluded that learning using traditional games can improve
the learning outcomes of the squat style long jump in class VI A SD Agung Persada Bandar
Khalipah, Deli Serdang Regency.
References
Arikunto, S. 2010. Research Procedure. Jakarta: Rineka Cipta.
Anggraeni, MA, Karyanto, T., & Khairati, W. (2018). The Effect of Traditional Jump Rope
Game on Gross Motor Development of Children 5-6 Years Old. Journal of Early
Childhood Care & Education, 1(1).
Kristianto, A. 2010. Classroom Action Research. Jakarta Script Earth Publisher.
Hardovi, BH 2019. The Effect of Plyometric Squat Jump and Depth Jump Training on
Explosive Power of Volleyball Players at SMP Negeri 5 Jember. JP.JOK (Journal of
Education. Physical, Sports and Health). ISSN 2654- 8003. Volume 3 Number 1 Nov
2019
Physical Education, Health and Recreation; Vol. 7, No. 1 (2022) 14-19
ISSN-E: 25489208- ISSN-P:25489194
Published by Study Program Physical Education, Health and Recreation _State University of Medan
Email: pjkr@unimed.ac.id
19
Nyoman, NS and Nurhayati. 2010. Traditional Javanese Movement Games and Songs to
Stimulate Early Childhood Social Skills. PGPAUD.
Sukintaka. 1992. Play Theory for D2 PGSD Physical Education. Jakarta: Ministry of
Education and Culture.
Suherman. 2000. Basics of Physical Education. Ministry of National Education.
... 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. ...
Article
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). ...
Article
Full-text available
Background. Manipulative movements are essential for children’s development, which can be found in traditional games, representing manifestation of local wisdom that has been passed down from generation to generation. Objectives. This study aimed to examine the effect of traditional games on the manipulative movements of elementary school students based on gender. Materials and methods. This experimental study comprised two pretest-posttest groups without control variables. Data collection on pretest and posttest was carried out using three types of tests, namely throwing, catching, and kicking. A total of 60 students aged between 9 and 12 years were selected to participate in this study. The sample consisted of 30 male students (height 140.21±6.2 cm, and weight 35.77±5.6 kg), and 30 female students (height 138.4±6.8 cm and weight 34±4.1 kg). Results. The t-test analysis showed that the test results for male students were as follows: throwing 0.011<0.05, catching 0.007<0.05, and kicking 0.003<0.05. Then, the test results for the female students were: throwing 0.013<0.05, catching 0.017<0.05, and kicking 0.012<0.05. The results of the independent t-test indicated that the throwing, catching, and kicking tests revealed a statistical significance (p < 0.05) in both male and female students. Conclusions. The implementation of traditional games has been found to enhance the manipulative movements of elementary school students, as evidenced by positive changes observed in the pretest and posttest results. The improvement was achieved, among others, through the adaptation of traditional games following the characteristics of students’ development. Therefore, the conceptualization of physical learning within the framework of traditional games proved to be applicable and practical.
Article
Full-text available
Kemampuan berbicara bahasa Inggris merupakan salah satu aspek penting dalam pembelajaran bahasa asing, namun seringkali siswa mengalami kesulitan dalam mengembangkan keterampilan tersebut. Penelitian ini bertujuan untuk meningkatkan kemampuan berbicara bahasa Inggris mahasiswa melalui penggunaan Project-Based Learning (PjBL) berbasis Higher Order Thinking Skills (HOTS). Penelitian ini dilakukan dengan metode Penelitian Tindakan Kelas selama dua siklus dengan melibatkan 40 mahasiswa Universitas Pembangunan Panca Budi. Setiap siklus terdiri dari perencanaan, tindakan, observasi, dan refleksi. Pada setiap siklus, mahasiswa diberikan proyek berbicara bahasa Inggris yang melibatkan HOTS. Hasil penelitian menunjukkan adanya peningkatan yang signifikan dalam kemampuan berbicara bahasa Inggris mahasiswa setelah penerapan model PjBL berbasis HOTS. Mahasiswa menunjukkan kemampuan yang lebih baik dalam menyusun kalimat, menggunakan tata bahasa yang tepat, dan menyampaikan pesan dengan jelas dan koheren. Selain itu, model PjBL berbasis HOTS mendorong mahasiswa untuk lebih aktif dalam pembelajaran, meningkatkan motivasi dan meningkatkan kolaborasi dan kerja sama antar siswa. Penggunaan model PjBL berbasis HOTS dapat menjadi alternatif yang efektif dalam meningkatkan kemampuan berbicara bahasa Inggris siswa khususnya mengembangkan keterampilan berpikir kritis dan kreatif, serta memperluas pengetahuan dan pemahaman mereka dalam bahasa Inggris. Kata Kunci: kemampuan berbicara, Bahasa Inggris, Project Based Learning, HOTS
Article
Full-text available
Permainan dan olahraga tradisional adalah bagian penting dari warisan budaya suatu bangsa dan telah menjadi fokus penting dalam jurusan Pendidikan Jasmani Kesehatan dan Rekreasi. Tujuan survei ini adalah untuk mengidentifikasi permainan dan olahraga tradisional yang dipelajari dalam jurusan, serta memahami persepsi mahasiswa terhadap nilai-nilai budaya dan manfaat kesehatan dari aktivitas tersebut. Survei ini dilakukan dengan menggunakan metode kuesioner yang disebarkan kepada mahasiswa yang mengambil jusuan Pendidikan Jasmani Kesehatan dan Rekreasi di Universitas Pembinaan Masyarakat Indonesia. Hasil survei menunjukkan bahwa 85% mahasiswa memiliki pengetahuan dasar tentang permainan dan olahraga tradisional, namun sebagian besar dari mereka belum pernah berpartisipasi secara langsung dalam aktivitas tersebut. Mahasiswa menyadari pentingnya melestarikan warisan budaya ini dan mengakui manfaat kesehatan yang dapat diperoleh dari berpartisipasi dalam permainan dan olahraga tradisional. Dengan mempelajari dan berpartisipasi dalam aktivitas-aktivitas ini, mahasiswa dapat meningkatkan pemahaman mereka tentang warisan budaya, memperoleh manfaat kesehatan yang signifikan, dan mendukung upaya pelestarian budaya tradisional dalam masyarakat. Kata Kunci: olahraga tradisional, permainan, PJKR
Article
This study aims to improve the learning outcomes of forearm passing using plastic balls in class VIII students of MTS PAB 4 Patumbak for the 2022/2023 Academic Year. The sample used was 25 students. Data analysis was carried out by data reduction and data exposure. The results of the study concluded: (l) from the first cycle learning outcomes test, it was obtained that 15 students had reached the level of mastery learning while 10 students (40) had not yet reached the level of mastery learning. (2) from the cycle II learning outcomes test, data were obtained as many as 20 students with a conversion value of (80) who had achieved mastery in learning and 5 students (10) were still incomplete. The increase in the average value of student learning outcomes from the previous test was 10.82 and the increase in classical completeness was 20%. Based on the results of data analysis it can be said that using modified plastic ball media can improve learning outcomes of forearm passing in volleyball games for class VIII MTS PAB 4 Patumbak Academic Year 2022/2023.
Article
This study aims to determine the increase in learning outcomes for relay race running through a playing approach in fifth grade students at SD Negeri 053965 Sidorejo for the 2023/2024 Academic Year. This study used the Classroom Action Research (CAR) method. In this case the researcher analyzed the data by reducing the data and presenting the data in tabular form, so that the average score and percentage of learning completeness could be found. The results of the research in the first cycle showed that the learning outcomes of relay running were (60%) students who completed their studies, and (40%) students who did not complete their studies. Student learning outcomes in performing relay running techniques in cycle I as a whole reached (75.76%). In cycle II it shows that the learning outcomes of relay running were (84%) students who complete their studies, and (16%) students who did not complete their studies and overall student learning outcomes in carrying out relay running techniques in cycle II reach (85.08%) ). Thus it can be concluded that through the play approach can improve the learning outcomes of relay running in class V students of SD Negeri 053965 Sidorejo Academic Year 2023/2024.
Article
Full-text available
Penelitian ini bertujuan untuk menerapkan metode peer teaching untuk meningkatkan hasil belajar bola voli pada siswa kelas V SD. Jenis penelitian ini adalah Penelitian Tindakan Kelas (action research) dengan menggunakan 4 tahapan yaitu perencanaan, pelaksanaan, observasi dan refleksi. Subjek dalam penelitian ini yaitu siswa kelas V SD Swasta Adhyaksa. Penentuan subjek menggunakan teknik purposive sampling yaitu keseluruhan siswa kelas V yang berjumlah 24 orang. Teknik pengumpulan data dalam penelitian ini menggunakan lembar pengamatan peran aktif siswa, jobsheet, tes prestasi belajar, dan dokumentasi saat dan setelah proses pembelajaran. Lembar pengamatan mencakup nilai psikomotor, afektif, dan kognitif siswa mengenai teknik dasar passing bola voli. Hasil penelitian menunjukkan metode pembelajaran peer teaching yang diterapkan pada siswa kelas V V SD Swasta Adhyaksa dapat meningkatkan hasil belajar siswa dalam mata pelajaran pendidikan jasmani pada materi bola voli. persentase keberhasilan bola voli pada siklus I adalah 46% dan untuk siklus II sebesar 92% mempunyai peningkatan keterampilan yang signifikan, artinya penerapan metode peer teaching dapat meningkatkan hasil belajar bola voli. Kata Kunci: Hasil Belajar, Bola Voli, Metode Pembelajaran, Peer Teaching
The Effect of Traditional Jump Rope Game on Gross Motor Development of Children 5-6 Years Old
  • M A Anggraeni
  • T Karyanto
  • W Khairati
Anggraeni, MA, Karyanto, T., & Khairati, W. (2018). The Effect of Traditional Jump Rope Game on Gross Motor Development of Children 5-6 Years Old. Journal of Early Childhood Care & Education, 1(1).
Classroom Action Research
  • A Kristianto
Kristianto, A. 2010. Classroom Action Research. Jakarta Script Earth Publisher.
The Effect of Plyometric Squat Jump and Depth Jump Training on Explosive Power of Volleyball Players at SMP Negeri 5 Jember
  • Hardovi
Hardovi, BH 2019. The Effect of Plyometric Squat Jump and Depth Jump Training on Explosive Power of Volleyball Players at SMP Negeri 5 Jember. JP.JOK (Journal of Education. Physical, Sports and Health). ISSN 2654-8003. Volume 3 Number 1 Nov 2019
Traditional Javanese Movement Games and Songs to Stimulate Early Childhood Social Skills
  • N S Nyoman
Nyoman, NS and Nurhayati. 2010. Traditional Javanese Movement Games and Songs to Stimulate Early Childhood Social Skills. PGPAUD.
Play Theory for D2 PGSD Physical Education. Jakarta: Ministry of Education and Culture
  • Sukintaka
Sukintaka. 1992. Play Theory for D2 PGSD Physical Education. Jakarta: Ministry of Education and Culture.
Basics of Physical Education. Ministry of National Education
  • Suherman
Suherman. 2000. Basics of Physical Education. Ministry of National Education.