Fani Arifin
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UPAYA MENINGKATKAN FOKUS BELAJAR SISWA KELAS I SD MELALUI MODEL CHALLENGE-BASED LEARNING Norrifansyahh; Rahmadi; Fakhruddin; Sujarwoko; Fani Arifin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.50324

Abstract

This study seeks to enhance the learning concentration of first-grade students at SDN 2 Loktabat Selatan in Physical Education (PJOK) by employing the Challenge-Based Learning (CBL) approach. The research was prompted by diminished student engagement, manifesting in inattentiveness during instructor presentations, susceptibility to distractions, reduced participation in learning activities, and an inability to adhere to instructions proficiently. The employed research methodology was Classroom Action Research (CAR), executed in two cycles, encompassing the phases of planning, implementation, observation, and reflection. The data gathering methods comprised observation, documentation, and student learning assessment sheets. The Challenge-Based Learning paradigm was executed via challenge-based activities, games, collaborative group work, and straightforward problem-solving in PJOK education. The results indicated an enhancement in student concentration on learning.
EFFORTS TO IMPROVE MOVEMENT CREATIVITY IN CHILDREN WITH SPECIAL NEEDS THROUGH THE IMPLEMENTATION OF SIMPLE GAME MODELS BASED ON GAME-BASED LEARNING IN PHYSICAL EDUCATION SUBJECTS FOR CLASS I-A STATE ELEMENTARY SCHOOL 2 LOKTABAT SELATAN Irmayanti; Rahmadi; Fakhrudin; Sujarwoko; Fani Arifin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.50431

Abstract

This study aims to describe the implementation of a simple game model based on Game-Based Learning (GBL) and to improve the movement creativity of students with special needs (SEN) in the PJOK subject for grade I-A at SDN 2 Loktabat Selatan. This study uses a Classroom Action Research (CAR) approach with the Kemmis and McTaggart spiral model, conducted in two cycles. The research subjects are 4 SEN students with characteristics of slow learners and mild concentration disorders. Data collection was carried out through observation of student activity and tests of creative movement skills. The sampling technique used purposive sampling based on the results of the initial identification. Data analysis used a comparative descriptive approach between pre-cycle, cycle I, and cycle II. The research results showed a significant increase in each cycle. The average score of creative movement skills tests increased from 53.13 (pre-cycle) to 67.97 (cycle I) and 76.56 (cycle II), with classical completeness increasing from 0% to 50% and 75%. Learning activeness increased from 40.00 (Less Active) to 58.75 (Quite Active) and 72.50 (Active). It was concluded that the simple game model based on GBL effectively improves movement creativity and learning activeness of students with special needs in PJOK learning.
IMPROVEMENT OF BASIC LOCOMOTOR MOVEMENT ABILITY THROUGH THE FARTLEK METHOD BASED ON DEEP LEARNING IN FIFTH GRADE STUDENTS AT STATE ELEMENTARY SCHOOL 2 LOKTABAT SELATAN Ahmad Alvin Nizar; Rahmadi; Fakhrudin; Sujarwoko; Fani Arifin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.50538

Abstract

This study aims to describe the implementation of the Fartlek method based on Deep Learning and to improve the basic locomotor movement skills of students in Class 5B at SDN 2 Loktabat Selatan. The study was motivated by the low locomotor movement ability of students, where only 7 out of 27 students (25.93%) achieved mastery in the pre-cycle stage with a class average of 61.11. This research employed a Classroom Action Research (CAR) design using the Kemmis and McTaggart model, conducted over two cycles. The research subjects were 27 students of Class 5B for the 2025/2026 academic year. Sampling was conducted through purposive sampling based on the results of an initial diagnostic observation. Data collection techniques included student activity observation and locomotor skills performance tests. Data were analyzed using comparative descriptive techniques. Results showed significant improvement: classical mastery increased from 25.93% (pre-cycle) to 55.56% (Cycle I) and 81.48% (Cycle II), with average scores improving from 61.11 to 71.60 and 78.09. Student activity improved from Adequate to Very Good (81.48%) at the end of Cycle II. It is concluded that the Fartlek method based on Deep Learning is effective in improving basic locomotor movement skills in elementary school students.
UPAYA MENINGKATKAN KEAKTIFAN BELAJAR MELALUI PERMAINAN SEDERHANA BERBASIS GAME-BASED LEARNING PADA MURID KELAS 1 SDN 2 LOKTABAT SELATAN Talitha Hidayanti; Rahmadi; Fakhruddin; Sujarwoko; Fani Arifin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 2 (2026): Volume 11 No. 02, Juni 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i2.50739

Abstract

Student engagement in Physical Education, Sport, and Health (PJOK) learning among first-grade students at SDN 2 Loktabat Selatan was found to be relatively low. This condition was reflected in the limited participation of studentss during lessons, their lack of confidence in performing movement activities, and their minimal involvement throughout the learning process. Therefore, this study was conducted to improve students’ learning engagement through the implementation of through the implementation of simple Game-Based Learning activities in PJOK lessons. This research employed the Classroom Action Research (CAR) method using the Kemmis and McTaggart model, which includes four stages: planning, action, observation, and reflection. The participants were 28 first-grade students in the second semester of the 2025/2026 academic year. Data were collected through observation using a learning engagement observation sheet covering physical, verbal, mental, emotional, and social aspects. The collected data were analyzed descriptively using percentage calculations to determine the level of student engagement in each research cycle. The findings revealed that the use of simple Game-Based Learning activities successfully improved student engagement in learning. In the pre-cycle stage, the level of learning engagement was categorized as moderately active. After the implementation of the intervention in Cycle I, student engagement increased to the active category. These findings indicate that simple Game-Based Learning activities can serve as an effective instructional strategy for enhancing student engagement in PJOK learning at the elementary school level.
PENERAPAN METODE OUTDOOR LEARNING UNTUK MENINGKATKAN KEAKTIFAN SISWA DALAM PEMBELAJARAN PJOK KELAS IV SDN 2 LOKTABAT SELATAN Maris, Rizky Syawaldi; Rahmadi; Fakhrudin; Sujarwoko; Fani Arifin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.51994

Abstract

The low active involvement of students in Physical Education, Sports, and Health (PJOK) learning due to the dominance of conventional approaches is the background of this study. The study aims to analyze the effectiveness of the implementation of the Outdoor Learning method  in increasing the learning activity of grade IV students of SDN 2 South Loktabat. The method used was Classroom Action Research (PTK) of the Kemmis and McTaggart spiral model, carried out in two cycles with 28 students' research subjects. Data collection is carried out through structured observation and documentation, then analyzed descriptively, quantitatively, and qualitatively. The results showed a progressive increase in each cycle: the percentage of pre-cycle completion was only 51.66% (average 14.64), increased to 64.29% in cycle I (average 18.00), and reached 89.54% in cycle II (average 25.07) with all students declared complete. These findings confirm that the Outdoor Learning method  is able to create a learning ecosystem that is more contextual, interactive, and student-centered, thereby encouraging active involvement in the cognitive, affective, and psychomotor dimensions. This method is recommended as an alternative to innovative learning strategies in PJOK subjects at the elementary school level.