MODEL PEMBELAJARAN LOMPAT JAUH BERBASIS PERMAINAN PADA SISWA SEKOLAH MENENGAH PERTAMA

DESPITA ANTONI, . (2023) MODEL PEMBELAJARAN LOMPAT JAUH BERBASIS PERMAINAN PADA SISWA SEKOLAH MENENGAH PERTAMA. Doktor thesis, UNIVERSITAS NEGERI JAKARTA.

[img] Text
COVER.pdf.pdf

Download (1MB)
[img] Text
BAB 1.pdf.pdf

Download (285kB)
[img] Text
BAB 2.pdf.pdf
Restricted to Registered users only

Download (708kB) | Request a copy
[img] Text
BAB 3.pdf.pdf
Restricted to Registered users only

Download (209kB) | Request a copy
[img] Text
BAB 4.pdf.pdf
Restricted to Registered users only

Download (332kB) | Request a copy
[img] Text
BAB 5.pdf.pdf
Restricted to Registered users only

Download (67kB) | Request a copy
[img] Text
DAFTAR PUSTAKA.pdf.pdf

Download (272kB)
[img] Text
LAMPIRAN.pdf.pdf
Restricted to Registered users only

Download (2MB) | Request a copy

Abstract

Penelitian ini bertujuan untuk menciptakan dan menguji efektivitas model pembelajaran lompat jauh berbasis permainan pada Siswa Sekolah Menengah Pertama (SMP). Metode yang digunakan dalam penelitian ini adalah metode Research and Development (R&D) dari Borg and Gall dengan desain penelitian yaitu pre-test post-test control group design. Subjek dalam penelitian ini Siswa SMP dengan melibatkan 7 sekolah yaitu: 2 sekolah untuk uji coba kelompok kecil, 5 sekolah untuk uji coba kelompok besar dan 2 sekolah untuk uji efektivitas. Jumlah subjek pada saat uji coba kelompok kecil sebanyak 24 orang dan pada saat uji coba kelompok besar sebanyak 100 orang, sedangkan jumlah subjek pada saat uji efektivitas sebanyak 80 orang. Instrument yang digunakan dalam penelitian ini adalah melalui observasi lapangan, wawancara, angket dan tes penilaian keterampilan lompat jauh. Data dianalisis menggunakan metode statistik melalui uji N-Gain Persen dengan bantuan program IBM SPSS Statistics Version 29.0.0.0 (241) 2023. Hasil analisis data menunjukkan bahwa: 1) 39 variasi model pembelajaran lompat jauh berbasis permainan pada Siswa SMP dapat diterapkan dalam proses pembelajaran lompat jauh; 2) Berdasarkan hasil perhitungan Independent Sampel Test melalui uji N-Gain¬_Persen t-test for Equality of Means menunjukkan skor thitung = 31,393 dengan Df 78 dan ttabel = 1,6646. Dengan demikian diperoleh thitung = 31,393 > ttabel = 1,6646, sehingga dapat dikatakan peningkatan keterampilan lompat jauh siswa SMP pada kelompok eksperimen lebih tinggi dari kelompok kontrol. Disimpulkan Model pembelajaran lompat jauh berbasis permainan efektif untuk meningkatkan keterampilan lompat jauh siswa SMP. Kata Kunci: Model Pembelajaran, Lompat Jauh, Permainan, Siswa SMP. This study aims to create and test the effectiveness of a game-based long jump learning model for junior high school students. The method used in this study is the Research and Development (R&D) method from Borg and Gall with a research design that is a pre-test, post-test, control group design. The subjects in this study were junior high school students from 7 schools, namely: 2 schools for small group trials, 5 schools for large group trials, and 2 schools for effectiveness tests. The number of subjects during the small group trial was 24; during the large group trial, as many as 100 people participated; and the number of subjects during the effectiveness test was 80. The instruments used in this study were field observations, interviews, questionnaires, and long jump skills assessment tests. Data were analyzed using statistical methods through the N-Gain Percent test with the help of the IBM SPSS Statistics Version 29.0.0.0 (241) 2023 program. The results of the data analysis showed that: 1) 39 variations of the game-based long jump learning model for junior high school students can be applied in the long jump learning process; 2) Based on the calculation results of the Independent Sample Test through the N-Gain_Percent t-test for Equality of Means, it shows that the score is tcount = 31.393 with Df 78 and ttable = 1.6646. Thus, tcount = 31.393 > ttable = 1.6646, so that it can be said that the increase in long jump skills of junior high school students in the experimental group is higher than the control group. It was concluded that the game-based long jump learning model is effective for improving junior high school students long jump skills. Keywords: Learning Model, Long Jump, Games, Junior High School Student.

Item Type: Thesis (Doktor)
Additional Information: 1). Dr. Wahyuningtyas Puspitorini, S.Pd., M.Kes., AIFO 2). Susilo, M.Pd., D.Ed
Subjects: Bahasa dan Kesusastraan > Bahasa Indonesia
Divisions: PASCASARJANA > S3 Pendidikan Olahraga
Depositing User: Users 19088 not found.
Date Deposited: 04 Sep 2023 02:09
Last Modified: 04 Sep 2023 02:09
URI: http://repository.unj.ac.id/id/eprint/40910

Actions (login required)

View Item View Item