MODEL PENGEMBANGAN PEMBELAJARAN KELINCAHAN BERBASIS PERMAINAN PADA SISWA KELAS ATAS SEKOLAH DASAR

FASFAKHIS SHAFKHAL JAMIL, . (2024) MODEL PENGEMBANGAN PEMBELAJARAN KELINCAHAN BERBASIS PERMAINAN PADA SISWA KELAS ATAS SEKOLAH DASAR. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mengembangkan model pembelajaran kelincahan berbasis permainan bagi siswa kelas atas sekolah dasar. Metode penelitian yang digunakan adalah ADDIE, yang terdiri dari lima tahap: analisis, desain, pengembangan model, pelaksanaan, dan evaluasi. Hasil penelitian ini menghasilkan produk berupa model pembelajaran kelincahan berbasis permainan, yang telah direvisi oleh ahli kebugaran jasmani, ahli permainan, dan ahli pembelajaran. Sebanyak 18 model telah diuji coba di SDN Cilandak Timur 03 Pagi dan divalidasi oleh dosen ahli kebugaran jasmani, dosen ahli permainan, dan ahli pembelajaran. Hasil penelitian menunjukkan bahwa model pembelajaran kelincahan berbasis permainan ini dapat menjadi alternatif model pembelajaran yang memberikan kontribusi positif terhadap proses belajar, sehingga hasil pembelajaran menjadi lebih optimal. Berdasarkan temuan penelitian, model pembelajaran kelincahan berbasis permainan ini dapat dikembangkan lebih lanjut dan diterapkan pada siswa kelas atas sekolah dasar. **** This study aims to develop a game-based agility learning model for upper grade elementary school students. The research method used is ADDIE, which consists of five stages: analysis, design, model development, implementation, and evaluation. The results of this study produced a product in the form of a game-based agility learning model, which has been revised by physical fitness experts, game experts, and learning experts. A total of 18 models were tested at SDN Cilandak Timur 03 Pagi and validated by physical fitness expert lecturers, game expert lecturers, and learning experts. The results showed that this game-based agility learning model can be an alternative learning model that makes a positive contribution to the learning process, so that learning outcomes become more optimal. Based on the research findings, this game-based agility learning model can be further developed and applied to upper grade elementary school students.

Item Type: Thesis (Sarjana)
Additional Information: 1). Dr. Sujarwo, M.Pd. ; 2). Slamet Sukriadi, M.Pd.
Subjects: Olah Raga dan Seni Pertunjukan > Pendidikan Olah Raga
Divisions: FIO > Pendidikan Jasmani
Depositing User: Users 23671 not found.
Date Deposited: 25 Jul 2024 05:13
Last Modified: 25 Jul 2024 05:13
URI: http://repository.unj.ac.id/id/eprint/46520

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