Juheri
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Efforts to Increase Students Learning Motivation Through Physical Fitness Games in Physical Mochamad Afif Baihaqi; Ridwan, Mochamad; Juheri
Jurnal Pendidikan Jasmani (JPJ) Vol 4 No 1 (2023): Jurnal Pendidikan Jasmani (JPJ)
Publisher : Sekolah Tinggi Olahraga dan Kesehatan Bina Guna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55081/jpj.v4i1.1020

Abstract

In learning physical education, the most basic thing is student motivation to take part in learning. The focus of the problem in this PTK is an effort to increase student motivation through physical fitness games for class VII F students of SMP Negeri 1 Bangsal, which are not as expected. The purpose of this research is to increase the learning motivation of class VII F students through a game approach. This research is a classroom action research that emerges from the learning process. The subjects of this study were 32 students in class VII F of SMP Negeri 1 Bangsal. The research instrument was a motivational questionnaire to find out how much students were motivated. The indicator for the success of this classroom action research was a significant increase in student learning motivation. The results of this study show that learning physical education with a game approach to physical fitness is evident that most students have high motivation of 51.3% and most have a fitness level in the moderate category of 43.3%. In learning physical fitness activities through games has increased.
Improving Learning Outcomes of Rhythmic Movement Activity Learning through Utilization of the TikTok Media Model Project Based Learning Mahendra, Muh. Yusril; Mochamad Ridwan; Juheri
Jurnal Pendidikan Jasmani (JPJ) Vol 4 No 1 (2023): Jurnal Pendidikan Jasmani (JPJ)
Publisher : Sekolah Tinggi Olahraga dan Kesehatan Bina Guna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55081/jpj.v4i1.1030

Abstract

Abstract This research is motivated by the lack of achievement in learning rhythmic movement activities. This is due to one of them applying a monotonous learning model and liberating students more without any special material being taught. Other factors are also the main causes, including the absence of innovative media used during the learning process, very little introduction to learning material for rhythmic movement activities, and based on diagnostics that students' understanding is still lacking regarding rhythmic movement activities. The purpose of the researchers in conducting this research was to improve learning outcomes related to cognitive and psychomotor aspects in learning rhythmic movement activities through the use of TikTok media with the model project based learning (PjBL). This research is a classroom action research (PTK) which consists of several cycles. In each cycle consists of 4 phases, namely planning, action, observation, and reflection. The results obtained show that in the first cycle, the completeness of achievement in the cognitive aspect is 53% and the psychomotor aspect is 22%. In cycle 2 the achievement of completeness in the cognitive aspect increased to 84% and the psychomotor aspect increased by 81% in all indicators
Peningkatan Motivasi Belajar Siswa Kelas VII dengan Pendekatan Bermain Pada Mata Pelajaran PJOK Pramadya Hardiansyah Putera; Mochammad Ridwan; Juheri
SPRINTER: Jurnal Ilmu Olahraga Vol. 4 No. 2 (2023): SPRINTER: Jurnal Ilmu Olahraga
Publisher : MAN Insan Cendekia Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46838/spr.v4i2.304

Abstract

Salah satu solusi untuk meningkatkan aktivitas fisik pada anak adalah melalui pembelajaran Pendidikan Jasmani, Olahraga dan Kesehatan di sekolah. Sesuai dengan karakteristik peserta didik SMP usia 12-15 tahun yaitu cenderung suka bermain. Bermain sangat disukai oleh anak-anak karena aktivitas yang menyenangkan. Peserta didik akan termotivasi untuk melakukan aktivitas fisik sehingga tubuh menjadi bugar dan sehat. Jenis penelitian ini adalah Penelitian Tindakan Kelas yang dilaksanakan 2 siklus dimana setiap siklusnya dlakukan sebanyak 2 kali pertemuan dengan materi kebugaran jasmani. Teknik pengumpulan data pada penelitian ini adalah non-tes, yaitu dengan observasi, dokumentasi dan angket untuk melihat pendapat peserta didik terhadap pembelajaran yang dilakukan guru. Berdasarkan hasil penelitian yang sudah dilakukan maka ditemukan bahwa pendekatan bermain sangat efektif untuk meningkatkan motivasi belajar PJOK kelas VII SMPN 1 Bangsal. Dalam proses pembelajaran Pendidikan Jasmani, Olahraga dan Kesehatan perlu adanya inovasi pembelajaran yang menarik agar peserta didik tertarik dengan pembelajaran Pendidikan Jasmani, Olahraga dan Kesehatan.