Claim Missing Document
Check
Articles

Found 35 Documents
Search

SOFTWARE TENTANG FLEKSIBILITAS ATLET SENAM Putra, Ranu Baskora Aji
Journal of Physical Education Health and Sport Vol 1, No 1 (2014): Journal of Physical Education Health and Sport
Publisher : Universitas Negeri Semarang (Unnes)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (471.215 KB)

Abstract

Salah satu faktor yang penting dalam berlatih senam prestasi adalah kesiapan anak dalam setiap sesi latihan setiap harinya. Kesiapan yang dimaksud terdiri adalah kesiapan intern berupa aspek-aspek psikologis anak misalnya, semangat, motivasi,tanggung jawab, niat belajar dan sebagainya. Dan juga kesiapan ekstern yang merupakan kondisi fisik sebelum sesi latihan. Kondisi Fisik ini beberapa diantaranya meliputi massa tubuh, kesiapan sendi-sendi otot,dan penyesuaian badan agar siap untuk bergerak aktif. Cabang olahraga senam dengan karakteristik pola gerak yang ekstrim membutuhkan rentang lintasan gerak yang luas. Fleksibilitas atau kelenturan merupakan salah satu faktor penting dalam cabang olahraga ini. Pelatih cabang olahraga senam hendaknya sangat jeli dalam memantau perkembangan, pertumbuhan atletnya. Hal ini ditandai dengan pemeriksaaan pelaksanaan program latihan setiap harinya termasuk penyesuaian pelaksanaannya dengan kesiapan kondisi fisik atlet yang bersangkutan. Melalui teknik pengolahan data tentang kondisi fisik atlet senam sebelum berlatih. Pelatih secara mudah mengetahui kesiapan atlet dalam latihan dalam tiap sesi latihan. Sekaligus memberikan upaya tindakan berdasar data yang ada. Kajian ini berisi tentang penggunaan database tes-tes sederhana dan fleksibilitas guna pemantuan kesiapan atlet dalam latihan senamImportant factor in practicing gymnastics performance was the readiness of children in each session of exercise every day. Internal readiness is a psychological aspects, composed by encouragement, motivation, responsibility, learning intentions and so forth. And external readiness are physical condition prior to the training session. Physical conditions are include body mass, muscle joints readiness, and adjustment of the body to be ready to move on. Gymnastics with characteristic patterns of extreme motion requires a wide range of motion trajectories. And flexibility is one important factor in this sport . Gymnastics coach should be very careful in monitoring the development and growth of their athletes . Gymnastics coach should closely monitor the development and growth of its athletes. Monitoring can be done through the implementation of an exercise program checks every day, including the fit between implementation and readiness of the athlete’s physical condition. Through data processing techniques on the physical condition of athletes before practicing gymnastics, coach will be easy to determine the readiness of the athletes in training in each training session. While providing action efforts based on existing data. This study describes the use of a simple database tests readiness and flexibility for monitoring athletes in gymnastics.
UPAYA MENINGKATKAN HASIL BELAJAR LARI CEPAT DENGAN PERMAINAN SPEED COLOUR Khaerun, Khaerun; Baskora, Ranu
Journal of Physical Education Health and Sport Vol 1, No 2 (2014): Journal of Physical Education Health and Sport, September 2014
Publisher : Universitas Negeri Semarang (Unnes)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (323.956 KB)

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas pembelajaran permainan Speed Colour terhadap peningkatan hasil belajar lari cepat.  Penelitian ini merupakan penelitian dengan menggunakan metode penelitian tindakan kelas (Classroom Action Research), dilaksanakan dalam dua siklus. Setiap siklusnya mempunyai empat langkah, yaitu : perencanaan, pelaksanaan, observasi dan refleksi. Subyek penelitian adalah siswa kelas V Madrasah Ibtidaiyah Dewi Masyithoh 02 Banyumudal Kecamatan Moga Kabupaten Pemalang pada semester II tahun pelajaran 2013/2014, dengan jumlah siswa 30 dengan rincian jumlah siswa putra 16 dan siswa putri 14. Hasil analisis yang diperoleh peneliti, terdapat peningkatan pada hasil belajar siswa dari kondisi awal ke siklus I dan II, baik dari peningkatan rata-rata hasil pembelajaran lari cepat siswa maupun nilai ketuntasan hasil belajar, rata-rata siklus I (73 %) atau nilai ketuntasan rata-rata siswa hanya 22 siswa dari 30 siswa dan rata-rata siklus II (87) atau ketuntasan nilai rata-rata siswa mencapai 25 siswa dari 30 siswa, sehingga peningkatan dari kondisi awal ke siklus II sebesar (63 %), melewati kriteria ketuntasan minimal (KKM) sebesar 75 . Hasil penelitian menunjukan bahwa dengan pemberian model permainan speed colour dapat meningkatkan hasil belajar lari cepat pada siswa kelas V MI Dewi Masyithoh 02 Banyumudal Kecamatan Moga Kabupaten Pemalang Tahun Pelajaran 2013/2014. 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.
PENGEMBANGAN MODEL PEMBELAJARAN BOTTLE SHOOT PADA PERMAINAN BOLA BESAR UNTUK SISWA KELAS VII DI SMP NEGERI 1 SAMPANG KECAMATAN SAMPANG KABUPATEN CILACAP TAHUN 2016 Febriani, Saniatun; Hartono, Mugiyo; A.P, Ranu Baskora
Journal of Physical Education Health and Sport Vol 3, No 1 (2016): Journal of Physical Education Health and Sport
Publisher : Universitas Negeri Semarang (Unnes)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (803.974 KB)

Abstract

Tujuan dari penelitian ini yaitu untuk menghasilkan produk permainan Bottle Shoot sebagai pembelajaran permainan bola besar futsal bagi siswa SMP/MTS yang dissuaikan dengan kemampuan serta karakteristiknya Data yang diperoleh dari uji coba produk permainan Bottle Shoot berupa evaluasi kuesioner ahli dan lembar kuesioner siswa berupa aspek kognitif serta bentuk pengamatan untuk aspek penilaian aspek afektif dan psikomotorik. Perolehan hasil akhir yang diperoleh pada uji coba satu oleh ahli penjas dan ahli pembelajaran adalah 81% dan 92%. Diperkuat dengan hasil kuesioner dari siswa yaitu psikomotor 83%, afektif 91,7%, dan kognitif 89,5%. Hasil uji coba dua dari ketiga sekolah mendapatkan rata-rata prosentase yaitu pada aspek kognitif 91,7%, afektif 87,4%, dan psikomotorik 77,5%. Rata-rata keseluruhan dari ketiga sekolah mendapatkan 85,5%. Berdasarkan perolehan prosentase penelitian yang sudah dilaksanakan sebahai hasil uji coba produk dapat ditarik kesimpulan bahwa permainan Bottle Shoot dapat digunakan sebagai pembelajaran permainan bola besar pada futsal bagi siswa SMP diKecamatan Sampang Kabupaten Cilacap.The purpose of this study is to produce Bottle Shoot game product as learning of futsal big ball game for junior high students that is adapted by capabilities and characteristics. The method of this R&D research is product development research. The obtained datas of Bottle Shoot game product trials are experts’ questionnaire evaluation and students’ questionnaire forms that contain cognitive aspect and the observations as affective and psychomotor aspect. The final results from physical education and learning experts of the first trial are 81% and 92%. Reinforced by students’ questionnaires results are 83% of psychomotor, 91.7% of affective, and 89.5% of cognitive. The second trial of three schools an average percentage that is on the cognitive aspects of 91.7%, 87.4% affective, and psychomotor 77.5%. The average of three schools get 85.5%. Based on the percentage of the trial result can be concluded that Bottle Shoot game can be used as big ball game learning in futsal for junior high school students in Sampang distric, Cilacap. 
PENGEMBANGAN PERMAINAN TEAM SPORTS UNTUK PEMBELAJARAN PENDIDIKAN JASMANI, OLAHRAGA, DAN KESEHATAN SISWA SEKOLAH MENENGAH ATAS Sudarmono, Martin; Farida, Lulu April; P, Ranu Baskora Aji
Jurnal Penelitian Pendidikan Vol 32, No 2 (2015)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v32i2.5712

Abstract

Sports game is one of game and sport material that aims to develop learners’ motor coordination through team play activities. Not all schools teach all the materials in big ball games. Based on the explanation above, it is necessary to develop a great ball game that can develop motor coordination skills of learners. Development procedures used; 1) analyzing the products that will be developed, 2) develop initial product, 3) validation experts, 4) field trial, 5) revision of the product, and the results of product development. Instruments used; 1) the data of pulse capture, (2) the questionnaire related to the learner psychomotor responses, cognitive, and affective (3) observation of the effectiveness of the basic techniques used in the product. Results of this study that have been found; (1) TEAMS SPORT products games, (2) the effectiveness of game products to increase physical activities of students, (3) the TEAMS SPORT game can overcome the limitations of the instructional time allocation, (4) the complexity of motor coordination skill. The conclusion are the use of SPORT TEAMS game product in learning gives the effect to the physical intensity, can cope with limited facilities and infrastructure, can overcome the limitations of instructional time allocation, and provide an experience of complex motor coordination. Suggestions for Sports teachers in high school to use this game at school, in learning a great ball game high school class X.
Analisis Pemberitaan Olahraga pada Rubrik Gelora Harian Wawasan Haryati, Tuti; Putra, Ranu Baskora Aji; Setyawati, Heny
JURNAL PENJAKORA Vol 4, No 2 (2017): September 2017
Publisher : JURNAL PENJAKORA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (265.978 KB)

Abstract

Tujuan penelitian ini adalah untuk menganalisis isi berita yang disajikan dalam rubrik Gelora Harian Wawasan. Diantaranya mengenai lingkup berita, jenis olahraga, ukuran berita, tujuan berita, kelengkapan lead, nilai berita, pemuatan foto dan penggunaan kutipan langsung.Pendekatan menggunakan deskriptif kuantitatif dengan metode analisis isi,. Populasi penelitian adalah semua isi berita olahraga dalam rubrik Gelora Harian Wawasan pada edisi April 2016 sampai Maret 2017. Menggunakan teknik purposive sampling dengan sampel 100 edisi atau 583 berita olahraga. Uji reliabilitas intercoder diperoleh koefisien reliabilitas sebesar 82% dan menghasilkan 480 berita olahraga. Hasil penelitian menunjukan proporsi berita daerah 63%, nasional 25% dan internasional 59%; olahraga prestasi  98.3%, rekreasi 1.3% dan pendidikan 0.4%;. berita ukuran  sedang 55%, panjang 29% dan pendek 16%; Informational news 38%, announcement news 13%, follow up 13%, image building 19% dan clarification 17%; lead lengkap 62% dan lead tidak lengkap 38%; berita aktual 42%, akibat 13%, kedekatan 13%, konflik 26%, orang penting 7% dan kejutan 12%; berita berfoto 59% dan tidak berfoto 41%. Berita menggunakan kutipan 93% dan tidak menggunakan kutipan 7%. Simpulan penelitian ini terdapat perbedaan proporsi antar kategori dari setiap unit analisis berita. Kata-kata kunci : berita, olahraga, gelora harian wawasan
Metode Resiprokal Dalam Pembelajaran Hitting Permainan Softball Irsyada, Roas; Rumini, Rumini; Aji Putra, Ranu Baskora
Media Ilmu Keolahragaan Indonesia Vol 8, No 2 (2018): December 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/miki.v8i2.17521

Abstract

ABSTRAK Perlunya metode pembelajaran resiprokal dalam penguasaan teknik dasar memukul agar kemampuan memukul dapat lebih spesifik dalam melakukan evaluasi karena terdapatnya observer. Penelitian ini merupakan penelitian terapan dengan analisis data yang digunakan dalam penelitian ini adalah analisis logis yang bersifat deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa terjadi ketuntasan belajar mahasiswa pada materi hitting softball dengan nilai rata-rata kelas 80 dan tingkat kesesuain teknik  gerakan adalah 4.05 dengan kategori sangat sesuai. Kata kunci: resiprokal, hitting, softball ABSTRACT The need for reciprocal learning methods in mastering the basic techniques of hitting so that the ability to hit can be more specific in conducting evaluations because of the presence of observers. This research is an applied research with data analysis used in this study is a descriptive quantitative analysis. The results showed that the learning completeness of students in softball hitting material with an average grade of 80 and the level of conformity of movement techniques was 4.05 with a very suitable category Keyword : reciprocal, hitting, softball
PENGEMBANGAN PERMAINAN TEAM SPORTS UNTUK PEMBELAJARAN PENDIDIKAN JASMANI, OLAHRAGA, DAN KESEHATAN SISWA SEKOLAH MENENGAH ATAS Sudarmono, Martin; Farida, Lulu April; P, Ranu Baskora Aji
Jurnal Penelitian Pendidikan Vol 32, No 2 (2015)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v32i2.5712

Abstract

Sports game is one of game and sport material that aims to develop learners’ motor coordination through team play activities. Not all schools teach all the materials in big ball games. Based on the explanation above, it is necessary to develop a great ball game that can develop motor coordination skills of learners. Development procedures used; 1) analyzing the products that will be developed, 2) develop initial product, 3) validation experts, 4) field trial, 5) revision of the product, and the results of product development. Instruments used; 1) the data of pulse capture, (2) the questionnaire related to the learner psychomotor responses, cognitive, and affective (3) observation of the effectiveness of the basic techniques used in the product. Results of this study that have been found; (1) TEAMS SPORT products games, (2) the effectiveness of game products to increase physical activities of students, (3) the TEAMS SPORT game can overcome the limitations of the instructional time allocation, (4) the complexity of motor coordination skill. The conclusion are the use of SPORT TEAMS game product in learning gives the effect to the physical intensity, can cope with limited facilities and infrastructure, can overcome the limitations of instructional time allocation, and provide an experience of complex motor coordination. Suggestions for Sports teachers in high school to use this game at school, in learning a great ball game high school class X.
UPAYA MENINGKATKAN HASIL BELAJAR LARI CEPAT DENGAN PERMAINAN SPEED COLOUR Khaerun, Khaerun; Baskora, Ranu
Journal of Physical Education Health and Sport Vol 1, No 2 (2014): Journal of Physical Education Health and Sport, September 2014
Publisher : Universitas Negeri Semarang (Unnes)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (323.956 KB) | DOI: 10.15294/jpehs.v1i2.3210

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas pembelajaran permainan Speed Colour terhadap peningkatan hasil belajar lari cepat. Penelitian ini merupakan penelitian dengan menggunakan metode penelitian tindakan kelas (Classroom Action Research), dilaksanakan dalam dua siklus. Setiap siklusnya mempunyai empat langkah, yaitu : perencanaan, pelaksanaan, observasi dan refleksi. Subyek penelitian adalah siswa kelas V Madrasah Ibtidaiyah Dewi Masyithoh 02 Banyumudal Kecamatan Moga Kabupaten Pemalang pada semester II tahun pelajaran 2013/2014, dengan jumlah siswa 30 dengan rincian jumlah siswa putra 16 dan siswa putri 14. Hasil analisis yang diperoleh peneliti, terdapat peningkatan pada hasil belajar siswa dari kondisi awal ke siklus I dan II, baik dari peningkatan rata-rata hasil pembelajaran lari cepat siswa maupun nilai ketuntasan hasil belajar, rata-rata siklus I (73 %) atau nilai ketuntasan rata-rata siswa hanya 22 siswa dari 30 siswa dan rata-rata siklus II (87) atau ketuntasan nilai rata-rata siswa mencapai 25 siswa dari 30 siswa, sehingga peningkatan dari kondisi awal ke siklus II sebesar (63 %), melewati kriteria ketuntasan minimal (KKM) sebesar 75 . Hasil penelitian menunjukan bahwa dengan pemberian model permainan speed colour dapat meningkatkan hasil belajar lari cepat pada siswa kelas V MI Dewi Masyithoh 02 Banyumudal Kecamatan Moga Kabupaten Pemalang Tahun Pelajaran 2013/2014.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.
SOFTWARE TENTANG FLEKSIBILITAS ATLET SENAM Putra, Ranu Baskora Aji
Journal of Physical Education Health and Sport Vol 1, No 1 (2014): Journal of Physical Education Health and Sport
Publisher : Universitas Negeri Semarang (Unnes)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (471.215 KB) | DOI: 10.15294/jpehs.v1i1.3007

Abstract

Salah satu faktor yang penting dalam berlatih senam prestasi adalah kesiapan anak dalam setiap sesi latihan setiap harinya. Kesiapan yang dimaksud terdiri adalah kesiapan intern berupa aspek-aspek psikologis anak misalnya, semangat, motivasi,tanggung jawab, niat belajar dan sebagainya. Dan juga kesiapan ekstern yang merupakan kondisi fisik sebelum sesi latihan. Kondisi Fisik ini beberapa diantaranya meliputi massa tubuh, kesiapan sendi-sendi otot,dan penyesuaian badan agar siap untuk bergerak aktif. Cabang olahraga senam dengan karakteristik pola gerak yang ekstrim membutuhkan rentang lintasan gerak yang luas. Fleksibilitas atau kelenturan merupakan salah satu faktor penting dalam cabang olahraga ini. Pelatih cabang olahraga senam hendaknya sangat jeli dalam memantau perkembangan, pertumbuhan atletnya. Hal ini ditandai dengan pemeriksaaan pelaksanaan program latihan setiap harinya termasuk penyesuaian pelaksanaannya dengan kesiapan kondisi fisik atlet yang bersangkutan. Melalui teknik pengolahan data tentang kondisi fisik atlet senam sebelum berlatih. Pelatih secara mudah mengetahui kesiapan atlet dalam latihan dalam tiap sesi latihan. Sekaligus memberikan upaya tindakan berdasar data yang ada. Kajian ini berisi tentang penggunaan database tes-tes sederhana dan fleksibilitas guna pemantuan kesiapan atlet dalam latihan senamImportant factor in practicing gymnastics performance was the readiness of children in each session of exercise every day. Internal readiness is a psychological aspects, composed by encouragement, motivation, responsibility, learning intentions and so forth. And external readiness are physical condition prior to the training session. Physical conditions are include body mass, muscle joints readiness, and adjustment of the body to be ready to move on. Gymnastics with characteristic patterns of extreme motion requires a wide range of motion trajectories. And flexibility is one important factor in this sport . Gymnastics coach should be very careful in monitoring the development and growth of their athletes . Gymnastics coach should closely monitor the development and growth of its athletes. Monitoring can be done through the implementation of an exercise program checks every day, including the fit between implementation and readiness of the athletes physical condition. Through data processing techniques on the physical condition of athletes before practicing gymnastics, coach will be easy to determine the readiness of the athletes in training in each training session. While providing action efforts based on existing data. This study describes the use of a simple database tests readiness and flexibility for monitoring athletes in gymnastics.
PENGEMBANGAN MODEL PEMBELAJARAN BOTTLE SHOOT PADA PERMAINAN BOLA BESAR UNTUK SISWA KELAS VII DI SMP NEGERI 1 SAMPANG KECAMATAN SAMPANG KABUPATEN CILACAP TAHUN 2016 Febriani, Saniatun; Hartono, Mugiyo; A.P, Ranu Baskora
Journal of Physical Education Health and Sport Vol 3, No 1 (2016): Journal of Physical Education Health and Sport
Publisher : Universitas Negeri Semarang (Unnes)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (803.974 KB) | DOI: 10.15294/jpehs.v3i1.6503

Abstract

Tujuan dari penelitian ini yaitu untuk menghasilkan produk permainan Bottle Shoot sebagai pembelajaran permainan bola besar futsal bagi siswa SMP/MTS yang dissuaikan dengan kemampuan serta karakteristiknya Data yang diperoleh dari uji coba produk permainan Bottle Shoot berupa evaluasi kuesioner ahli dan lembar kuesioner siswa berupa aspek kognitif serta bentuk pengamatan untuk aspek penilaian aspek afektif dan psikomotorik. Perolehan hasil akhir yang diperoleh pada uji coba satu oleh ahli penjas dan ahli pembelajaran adalah 81% dan 92%. Diperkuat dengan hasil kuesioner dari siswa yaitu psikomotor 83%, afektif 91,7%, dan kognitif 89,5%. Hasil uji coba dua dari ketiga sekolah mendapatkan rata-rata prosentase yaitu pada aspek kognitif 91,7%, afektif 87,4%, dan psikomotorik 77,5%. Rata-rata keseluruhan dari ketiga sekolah mendapatkan 85,5%. Berdasarkan perolehan prosentase penelitian yang sudah dilaksanakan sebahai hasil uji coba produk dapat ditarik kesimpulan bahwa permainan Bottle Shoot dapat digunakan sebagai pembelajaran permainan bola besar pada futsal bagi siswa SMP diKecamatan Sampang Kabupaten Cilacap.The purpose of this study is to produce Bottle Shoot game product as learning of futsal big ball game for junior high students that is adapted by capabilities and characteristics. The method of this R&D research is product development research. The obtained datas of Bottle Shoot game product trials are experts questionnaire evaluation and students questionnaire forms that contain cognitive aspect and the observations as affective and psychomotor aspect. The final results from physical education and learning experts of the first trial are 81% and 92%. Reinforced by students questionnaires results are 83% of psychomotor, 91.7% of affective, and 89.5% of cognitive. The second trial of three schools an average percentage that is on the cognitive aspects of 91.7%, 87.4% affective, and psychomotor 77.5%. The average of three schools get 85.5%. Based on the percentage of the trial result can be concluded that Bottle Shoot game can be used as big ball game learning in futsal for junior high school students in Sampang distric, Cilacap.