DELFIA RHOMANDINA, . (2021) MODEL PEMBELAJARAN KELINCAHAN MELALUI PERMAINAN PADA SISWA SEKOLAH DASAR. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
MODEL PEMBELAJARAN KELINCAHAN MELALUI PERMAINAN PADA SISWA SEKOLAH DASAR ABSTRAK Kegiatan belajar mengajar di sekolah dasar tingkat atas masih terlihat monoton, siswa masih terlihat kurang aktif dan masih berfokus dengan menunggu instruksi dari guru, terutama saat materi pembelajaran aktivitas kebugaran jasmani kelincahan maka dari itu tujuan penelitian ini adalah menghasilkan produk model pembelajaran kelincahan melalui permainan yang dapat diterapkan dalam proses pembelajaran pendidikan jasmani di sekolah dasar. Model pembelajaran ini diharapkan dapat membantu guru pada saat proses pembelajaran pendidikan jasmani, khususnya pada materi kebugaran jasmani. Penelitian ini menggunakan metode ADDIE. Dalam penelitian ini ada lima tahapan yaitu analysis, design, development, implementation,dan evaluation. Hasil penelitian menghasilkan produk yang berupa model pembelajaran kelincahan melalui permainan yang telah divalidasi dan direvisi oleh dosen ahli pembelajaran, ahli permainan, dan ahli kebugaran jasmani, maka dihasilkan sebanyak 16 model pembelajaran. Data dikumpulkan melalui kegiatan dokumentasi, dan observasi. Analisis data dilakukan secara deskriptif. Hasil dari peneltian ini berupa buku model pembelajaran kelincahan melalui permainan pada siswa sekolah dasar. Kata Kunci : model pembelajaran, kelincahan, permainan. LEARNING MODEL OF AGILITY THROUGH GAMES IN ELEMENTARY SCHOOL STUDENTS ABSTRACT Teaching and learning activities in upper elementary schools still look monotonous, students still look less active and are still focused on waiting for instructions from the teacher, especially when learning material for physical fitness activitiy agility, therefore the purpose of this research is to produce agility learning model products through games that can be applied. in the process of learning physical education in elementary schools. This learning model is expected to help teachers during the physical education learning process, especially on physical fitness material. This study uses the ADDIE method. In this study there are five stages, namely analysis, design, development, implementation, and evaluation. The results of the study resulted in a product in the form of agility learning model through games that had been validated and revised by learning expert lecturers, game experts, and physical fitness experts, resulting in 16 learning models. Data were collected through documentation and observation activities. Data analysis was done descriptively. The results of this research are in the form of a book model of learning agility through games for elementary school students. Keywords: learning model, agility, game.
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1) Dr. FAHMY FACHREZZY, M.Pd ; 2) SLAMET SUKRIADI, M.Pd |
Subjects: | Pendidikan > Media Pembelajaran Bahasa dan Kesusastraan > Bahasa Inggris Bahasa dan Kesusastraan > Bahasa Indonesia |
Divisions: | FIO > Pendidikan Jasmani |
Depositing User: | Users 11007 not found. |
Date Deposited: | 26 Aug 2021 02:36 |
Last Modified: | 26 Aug 2021 02:36 |
URI: | http://repository.unj.ac.id/id/eprint/17348 |
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