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Journal : Journal of Creative Student Research

Upaya Meningkatkan Motivasi Belajar Peserta Didik Menggunakan Permainan Pada Materi Bola Tangan Kelas VII E di SMPN 1 Waru Tahun Pelajaran 2024/2025 Hermin Adi Bakhrudin; Nanik Indahwati; Demy Ilmiawan
Journal of Creative Student Research Vol. 2 No. 5 (2024): Oktober : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsr-politama.v2i5.4321

Abstract

This Classroom Action Research (CAR) is a form of reflective research by teachers to improve the learning motivation of students under their responsibility. This classroom action research involves 2 cycles, the first cycle uses several stages, including planning, implementation, observation, and reflection. The next second cycle is expected to increase learning motivation from the previous cycle. The results of the study showed that cycle I received an assessment percentage of 88%, while cycle II experienced an increase of 92%, and both cycles received very good criteria. Although the criteria got the same results, the average percentage showed an increase in student motivation, indicating that there was a change for the better after handball game learning was carried out in cycle II.
Upaya Meningkatkan Motivasi Belajar Peserta Didik dalam Pembelajaran PJOK Melalui Permainan Hijau Hitam Jamaluddin Imamy; Nanik Indahwati; Demy Ilmiawan
Journal of Creative Student Research Vol. 2 No. 5 (2024): Oktober : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsr-politama.v2i5.4338

Abstract

The aim of this research is to determine the increase in student learning motivation in PJOK (Physical Education, Sports, and Health) through the Green-Black game. The method used in this research is the classroom action research (CAR) method. The research was divided into two cycles. From the data obtained in cycle 1, the average student learning motivation was 43.9%, and in cycle 2, it increased to 74.72%, showing an average increase of 30.82%. Thus, there was a significant increase in student learning motivation. This data also serves as evidence of the success of using the Green-Black game to improve student learning motivation in PJOK lessons..