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Upaya Meningkatkan Hasil Belajar Ketrampilan Lari Jarak Pendek Melalui Permainan Estafet Cone Ananda Ryan Romadhon; Mochammad Ridwan; Muhammad Bambang Herinanta
Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial Vol. 2 No. 6 (2024): November : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/nakula.v2i6.1272

Abstract

This study employed the Classroom Action Research (CAR) method with the goal of enhancing short-distance running skills among students in class X TAV 1 at SMK Negeri 3 Surabaya by utilizing cone relay games. This approach was chosen due to the currently low outcomes in students' short-distance running skills. Observations revealed that these low outcomes are due to several factors, including teaching methods that lack creativity and innovation, which diminish students' interest in short-distance running. The teacher's role is essential as a facilitator to guide and improve students' movement skills. An effective approach is to introduce creative, innovative, and enjoyable games. The research showed that implementing the cone relay game fostered a fun and interactive learning environment, leading to increased student engagement. Results indicated an improvement in students' performance across cycles: initially, only 17 students (47%) met the minimum criteria, but this number rose to 26 students (72%) in cycle I and 31 students (86%) in cycle II. Therefore, it can be concluded that using cone relay games significantly enhances students' short-distance running skills.
Upaya Meningkatkan Hasil Belajar Passing Bawah Dengan Metode Permainan Lempar Tangkap Bola Kelas XI DPIB SMKN 3 Surabaya Debyantoro Debyantoro; Muhammad Bambang Herinanta; Mochamad Ridwan
Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial Vol. 2 No. 6 (2024): November : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/nakula.v2i6.1273

Abstract

This study aims to support the learning objectives of underhand passing for class XI DPIB SMKN 3 Surabaya through throwing and catching ball games. Classroom Action Research (CAR) is a research technique that involves collaboration between researchers and PJOK instructors at SMKN 3 Surabaya. This study consists of four parts, namely action, planning, observation, and reflection. The implementation system of this research will be completed in stages, starting from the pre-cycle, cycle I, and cycle II. The results of this study are used as a reference in efforts to improve the learning outcomes of underhand passing for class XI DPIB SMKN 3 Surabaya students through throwing and catching ball games. has produced an average percentage of 37% in the pre-cycle, 54% in cycle I, and 83% in cycle II; this shows that they have met the requirements to achieve the learning objectives targeted by the researcher. These results indicate that the use of throwing and catching ball games can improve PJOK learning outcomes, especially volleyball underhand passing.
Upaya Peningkatan Kebugaran Jasmani Siswa Melalui Permainan Tangkak Rani : Tangan Merangkak Kebugaran Jasmani Didit Kurniawan; Mochammad Ridwan; Muhammad Bambang Herinanta
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.v2i5.4315

Abstract

This research aims to assess the impact of traditional games on enhancing students' physical fitness by modifying the traditional game Tangkak Rani (Physical Fitness Crawling Hands) for class X TAV-3 students at SMKN 3 Surabaya. The study follows a PTKK design, conducted over three cycles, involving a sample of 34 students from class X TAV-3. Initially, the modified TKJI test revealed that 18 students completed the pre-cycle assessment, equating to a completion rate of 52.93%. In response, the researcher implemented modifications to the Tangkak Rani game, resulting in 23 students meeting the KKM, with a percentage of 57.65%. However, this did not reach the desired goal of more than 27 students completing the assessment, prompting a second cycle. Following this action, 28 students completed the test, yielding a completion rate of 82.36%. These findings indicate a positive effect of traditional game modifications on the physical fitness of class X TAV-3 students at SMKN 3 Surabaya.
Upaya Meningkatkan Hasil Belajar Keterampilan Gerak Passing Atas Bola Voli Menggunakan Permainan Lempar Tangkap Rizal Akbar; Rajendra Dandi Firjatullah Suprono; Riski Fitrianto; Yuse Aurelia Al Hayyu; Yuni Andika; Niken Larasati; Moh Hanafi; Muhammad Bambang Herinanta
Jurnal Ilmiah Adiraga Vol 11 No 1 (2025): Jurnal Ilmiah Adiraga : Jurnal Penelitian Olahraga
Publisher : Program Studi Pendidikan Jasmani, Fakultas Pedagogik dan Psikologi (FPeP)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/hnvwm644

Abstract

Penelitian tindakan kelas memiliki tujuan terkait permasalahan yang terjadi di kelas terutama pembelajaran PJOK khususnya pada materi passing atas bola voli. Adapun upaya yang dilakukan mengenai permasalahan ini yakni melalui permainan modifikasi dengan lempar tangkap bola. Dari penelitian ini ditemukan hasil adanya peningkatan belajar keterampilan gerak passing atas bola voli setelah dilakukan treatment menggunakan permainan lempar tangkap. Data awal observasi kepada peserta didik menunjukkan hasil yang tidak tuntas dengan nilai 86,21% yang artinya ada sebanyak 27 siswa belum tuntas dan setelah dilaksanakan modifikasi dengan permainan lempar tangkap pada sisklus satu menunjukkan nilai peningkatan sebanyak 51, 72% menjelaskan bahwa 16 siswa yang mengalami ketuntasan. Sedangkan pada siklus ke dua mendapatkan kenaikan nilai sebesar 65,52% yakni 21 siswa mengalami ke tuntasan. Maka berdasarkan hasil data penelitian tersebut menjelaskan adanya peningkatan setelah diberikan treatment menggunakan permainan lempar tangkap pada peserta didik X-TAV 2 (Teknik Audio Visual) di SMKN 3 Surabaya.