TRI JUNIANTO SETIAWAN, . (2026) PENERAPAN MODEL PEMBELAJARAN BERBASIS PERMAINAN UNTUK MENINGKATKAN KELINCAHAN SISWA SMPN 139 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian tindakan kelas ini dilatarbelakangi oleh rendahnya kemampuan kelincahan fisik (agility) siswa kelas VIII-H di SMPN 139 Jakarta akibat adanya fenomena kekakuan koordinasi gerak pada masa transisi remaja awal (adolescent growth spurt), yang diperparah oleh penerapan model mengajar konvensional yang kaku dan monoton. Penelitian ini bertujuan untuk menguji dan membuktikan efektivitas penerapan model pembelajaran berbasis permainan yang dimodifikasi dalam meningkatkan komponen kelincahan fisik siswa secara masif dan menyenangkan. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) murni tanpa kelompok kontrol, yang mengadopsi alur spiral Model Kemmis dan McTaggart dan dilaksanakan secara bertahap dalam dua siklus tindakan (Siklus I dan Siklus II). Subjek penelitian berjumlah 36 siswa pada satu kelas sasaran (kelas VIII-H), dengan kondisi awal kemampuan kelincahan yang heterogen namun didominasi kategori belum tuntas. Teknik pengumpulan data menggunakan instrumen baku Illinois Agility Test untuk mengukur capaian kuantitatif kelincahan gerak kaki (footwork), serta lembar observasi lapangan untuk merekam dinamika kualitatif perilaku siswa. Kebaruan (novelty) dari penelitian ini terletak pada rekayasa sirkuit permainan modifikasi massal berbasis area terisolasi (constrained space) yang memicu pengereman dinamis (deceleration) dan perubahan arah (change of direction) secara spontan tanpa mengandalkan aba-aba peluit, sehingga memaksa kerja sistem neuromuskular secara alami di lapangan. Hasil analisis data menunjukkan peningkatan kemampuan kelincahan yang signifikan secara bertahap. Persentase ketuntasan klasikal siswa pada kondisi awal (pre-test) hanya sebesar 22,2% (8 siswa tuntas, kategori kurang/sangat kurang), meningkat menjadi 47,2% (17 siswa tuntas) pada evaluasi Siklus I, dan mencapai puncaknya pada evaluasi akhir Siklus II sebesar 77,8% (28 siswa tuntas, dominan kategori baik/sangat baik), sehingga secara resmi melampaui indikator keberhasilan minimum 75%. Validitas peningkatan rerata nilai kelincahan siswa terhadap standar acuan KKM diperkuat oleh pengujian One-Sample t-Test melalui SPSS yang menghasilkan nilai Sig. (2-tailed) sebesar 0,000 (p<0,05). Secara kualitatif, proses tindakan terbukti mampu meningkatkan keterlibatan gerak massal hingga mencapai partisipasi aktif 100% di lapangan. Kesimpulan dari penelitian ini adalah penerapan model pembelajaran berbasis permainan yang dimodifikasi terbukti secara nyata mampu meningkatkan kapasitas kelincahan fisik siswa kelas VIII-H SMPN 139 Jakarta secara signifikan, valid, dan efektif. ***** This classroom action research was initiated by the low physical agility performance among VIII-H grade students at SMPN 139 Jakarta due to motor clumsiness during the early adolescent growth spurt, which was further hindered by conventional, rigid, and monotonous teaching methods. This study aimed to examine and prove the effectiveness of a modified game-based learning model in improving students' physical agility in an active and enjoyable manner. The method employed was pure Classroom Action Research (CAR) without a control group, adopting the spiral model by Kemmis and McTaggart, conducted in two sequential action cycles (Cycle I and Cycle II). The research subjects consisted of 36 students in a single target class (Grade VIII-H), whose initial agility performance was heterogeneous but predominantly falling into the uncompleted category. Data collection techniques utilized the standardized Illinois Agility Test to measure quantitative improvements in footwork speed, as well as field observation sheets to record qualitative behavioral dynamics. The novelty of this study lies in the engineering of mass modified game circuits based on constrained spaces that trigger dynamic deceleration and spontaneous change of direction without relying on whistle signals, thereby naturally engaging the neuromuscular system. The results indicated a significant and gradual improvement in agility performance. The classic learning completeness percentage during the pre-test was only 22.2% (8 students completed, predominantly poor/very poor category), which increased to 47.2% (17 students completed) in Cycle I, and peaked at 77.8% (28 students completed, predominantly good/very good category) in Cycle II, officially surpassing the minimum success indicator of 75%. The validity of the mean score improvement compared to the benchmark standard was confirmed by a One-Sample t-Test via SPSS, yielding a Sig. (2-tailed) value of 0.000 (p<0,05). Qualitatively, the action process proved to enhance mass movement engagement, achieving a 100% active participation rate in the field. In conclusion, the implementation of a modified game-based learning model is significantly and validly proven to enhance the physical agility capacity of VIII-H grade students at SMPN 139 Jakarta.
| Item Type: | Thesis (Sarjana) |
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| Additional Information: | 1). Dr.Shela Ginanjar, M.Pd.; 2). Dr.Herman Chaniago, M.M. |
| Subjects: | Pendidikan > Penelitian Tindakan Kelas > Metode Belajar Mengajar Pendidikan > Penelitian Tindakan Kelas > Pendidikan Dasar dan Menengah Pendidikan > Media Pembelajaran Olah Raga dan Seni Pertunjukan > Pendidikan Olah Raga |
| Divisions: | FIO > S1 Pendidikan Jasmani |
| Depositing User: | Tri Junianto Setiawan . |
| Date Deposited: | 10 Aug 2026 03:44 |
| Last Modified: | 10 Aug 2026 03:44 |
| URI: | http://repository.unj.ac.id/id/eprint/69466 |
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