UPAYA MENINGKATKAN HASIL BELAJAR LARI CEPAT DENGAN PERMAINAN SPEED COLOUR
This study aims to determine the effectiveness of the learning game Speed Colour to increase learning outcomes run quickly. This research is using classroom action research methods (Classroom Action Research), conducted in two cycles. Each cycle has four steps, namely: planning, implementation, obse...
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doaj-e25df30c669a459d88c1ff313e2b26152020-11-24T23:59:40ZengUniversitas Negeri SemarangJournal of Physical Education Health and Sport2354-79012354-82312014-11-0112115117UPAYA MENINGKATKAN HASIL BELAJAR LARI CEPAT DENGAN PERMAINAN SPEED COLOURKhaerun0Ranu Baskora1MI Dewi Masyitoh 02 Pemalang, IndonesiaUniversitas Negeri SemarangThis study aims to determine the effectiveness of the learning game Speed Colour to increase learning outcomes run quickly. This research is using classroom action research methods (Classroom Action Research), conducted in two cycles. Each cycle has four steps, namely: planning, implementation, observation and reflection. Subjects were students of 5th Elementary School MI Masyithoh 02 Banyumudal the District Moga Pemalang in the second semester of academic year 2013/2014, the number of students are 16 boys and 14 girls. The results showed that the administration of the game speed color models can improve sprint learning outcomes in 5th MI Masyithoh 02 Banyumudal Pemalang Moga District of academic year 2013/2014. The conclusion of the analysis results obtained by researchers, there is an increase in student learning outcomes from the initial condition to cycle I and II, both from an increase in average sprint student learning outcomes and value learning outcomes completeness. An average of the first cycle (73) or the average value of mastery students only 22 students from 30 students and the average cycle II (87) or the average value of completeness student reaches 25 students from 30 students, so that the increase of the initial conditions to the second cycle of (63%), skip as well as the value of the mastery criteria with 75 points Minimum Mastery Criteria (KKM). Suggestions, the learning needs planning, and preparation of a more mature, so that a modification of the game can run perfectly without any meaningful repetition.https://journal.unnes.ac.id/nju/index.php/jpehs/article/view/3210/3184learning game Speed Colour |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Khaerun Ranu Baskora |
spellingShingle |
Khaerun Ranu Baskora UPAYA MENINGKATKAN HASIL BELAJAR LARI CEPAT DENGAN PERMAINAN SPEED COLOUR Journal of Physical Education Health and Sport learning game Speed Colour |
author_facet |
Khaerun Ranu Baskora |
author_sort |
Khaerun |
title |
UPAYA MENINGKATKAN HASIL BELAJAR LARI CEPAT DENGAN PERMAINAN SPEED COLOUR |
title_short |
UPAYA MENINGKATKAN HASIL BELAJAR LARI CEPAT DENGAN PERMAINAN SPEED COLOUR |
title_full |
UPAYA MENINGKATKAN HASIL BELAJAR LARI CEPAT DENGAN PERMAINAN SPEED COLOUR |
title_fullStr |
UPAYA MENINGKATKAN HASIL BELAJAR LARI CEPAT DENGAN PERMAINAN SPEED COLOUR |
title_full_unstemmed |
UPAYA MENINGKATKAN HASIL BELAJAR LARI CEPAT DENGAN PERMAINAN SPEED COLOUR |
title_sort |
upaya meningkatkan hasil belajar lari cepat dengan permainan speed colour |
publisher |
Universitas Negeri Semarang |
series |
Journal of Physical Education Health and Sport |
issn |
2354-7901 2354-8231 |
publishDate |
2014-11-01 |
description |
This study aims to determine the effectiveness of the learning game Speed Colour to increase learning outcomes run quickly. This research is using classroom action research methods (Classroom Action Research), conducted in two cycles. Each cycle has four steps, namely: planning, implementation, observation and reflection. Subjects were students of 5th Elementary School MI Masyithoh 02 Banyumudal the District Moga Pemalang in the second semester of academic year 2013/2014, the number of students are 16 boys and 14 girls. The results showed that the administration of the game speed color models can improve sprint learning outcomes in 5th MI Masyithoh 02 Banyumudal Pemalang Moga District of academic year 2013/2014. The conclusion of the analysis results obtained by researchers, there is an increase in student learning outcomes from the initial condition to cycle I and II, both from an increase in average sprint student learning outcomes and value learning outcomes completeness. An average of the first cycle (73) or the average value of mastery students only 22 students from 30 students and the average cycle II (87) or the average value of completeness student reaches 25 students from 30 students, so that the increase of the initial conditions to the second cycle of (63%), skip as well as the value of the mastery criteria with 75 points Minimum Mastery Criteria (KKM). Suggestions, the learning needs planning, and preparation of a more mature, so that a modification of the game can run perfectly without any meaningful repetition. |
topic |
learning game Speed Colour |
url |
https://journal.unnes.ac.id/nju/index.php/jpehs/article/view/3210/3184 |
work_keys_str_mv |
AT khaerun upayameningkatkanhasilbelajarlaricepatdenganpermainanspeedcolour AT ranubaskora upayameningkatkanhasilbelajarlaricepatdenganpermainanspeedcolour |
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