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...

Full description

Bibliographic Details
Main Authors: Khaerun, Ranu Baskora
Format: Article
Language:English
Published: Universitas Negeri Semarang 2014-11-01
Series:Journal of Physical Education Health and Sport
Subjects:
Online Access:https://journal.unnes.ac.id/nju/index.php/jpehs/article/view/3210/3184
id doaj-e25df30c669a459d88c1ff313e2b2615
record_format Article
spelling 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
_version_ 1725446721466531840