Berdasarkan pengamatan pada siswa kelas VII SMPN 2 Kopang, diperoleh data bahwa kemampuan siswa kelas VII dalam pembelajaran lompat jauh, secara umum siswa memiliki kemampuan dengan kategori sedang dan rendah. Penelitian ini bertujuan untuk meningkatkan pembelajaran gerak dasar lompat jauh gaya jongkok menggunakan permainan lompat katak pada siswa kelas VII SMPN 2 Kopang. Rancangan penelitian ini menggunakan penelitian tindakan kelas (PTK), yang terdiri atas empat tahapan dalam tiap langkah (perencanaan, pelaksanaan, pengamatan, dan refleksi). Populasi yang digunakan adalah sebanyak 19 siswa dengan teknik pengambilan sampel menggunakan studi populasi. Hasil penelitian menunjukkan bahwa (1) keaktifan siswa meningkat dari siklus I sampai siklus II 100%; (2) perkembangan gerak dasar lompat jauh pada komponen awalan ditemukan 95% siswa berkategori baik, 5% siswa bekategori cukup; (3) komponen tolakan ditemukan 95% siswa berkategori baik, 5% siswa berkategori cukup; dan (4) komponen mendarat ditemukan 89% siswa berkatergori baik, 11% siswa berkategori cukup. Berdasarkan hasil tersebut, dapat diambil kesimpulan bahwa pembelajaran lompat jauh yang dilakukan dengan pendekatan permainan lompat katak dapat meningkatkan keaktifan dan gerak dasar lompat jauh siswa kelas VII SMPN 2 Kopang pada komponen awalan, tolakan, dan mendarat. Improvement of Basic Squat-Style Long Jump Movement Learning through Frog Jump Game Among Junior High School Students Abstract Based on observations of seventh-grade students at SMPN 2 Kopang, it was determined that the overall abilities of the students in learning the long jump were categorized as moderate and low. The purpose of this study is to enhance the teaching of the basic technique of the squat-style long jump using the frog jump game among seventh-grade students at SMPN 2 Kopang. This research employs a Classroom Action Research (CAR) design, consisting of four stages within each cycle (planning, implementation, observation, and reflection). The population utilized comprised 19 students, and the sampling technique involved a population study. The research findings indicate that (1) student engagement increased from Cycle I to Cycle II to 100%; (2) development of the basic technique of the long jump in the take-off phase showed that 95% of students were categorized as proficient and 5% as satisfactory; (3) the push-off component revealed that 95% of students were categorized as proficient and 5% as satisfactory; and (4) the landing component demonstrated that 89% of students were categorized as proficient and 11% as satisfactory. Based on these results, it can be concluded that the long jump instruction conducted through the frog jump game approach can enhance student engagement and proficiency in the basic technique of the long jump among seventh-grade students at SMPN 2 Kopang in the take-off, push-off, and landing phases.