Sahbana Ridha
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Healthy Living Behaviors: Application of the Project Based Learning Model in Grade IV Students of Physical Education Subjects Sahbana Ridha; Mashud; Herita Warni; Syamsul Arifin
Bravo's: Jurnal Program Studi Pendidikan Jasmani dan Kesehatan Vol 13 No 1 (2025): Bravo's: Journal of Physical Education and Sport Science
Publisher : Physical Education Departement of University PGRI Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32682/bravos.v13i1/58

Abstract

Healthy living habits are critical for optimal quality of life, yet schools often fall short in instilling these practices effectively. This study investigates the impact of the Project-Based Learning (PjBL) model on enhancing healthy living behaviors among fourth-grade students in PJOK (Physical Education, Sports, and Health) classes. Utilizing Classroom Action Research, this study was conducted over two cycles, each with phases of planning, action, observation, and reflection, involving 27 students from SD Negeri 5 Sungai Ulin. The data were collected through student worksheets, interviews, observations, and performance tests, focusing on essential healthy habits: physical activity, balanced nutrition, rest, and productive use of free time. Findings indicate a substantial improvement, with 70% of students meeting criteria in cycle I, escalating to 89% by cycle II. The study concludes that integrating the PjBL model in PJOK subjects significantly fosters students' healthy living behaviors, demonstrating that active, project-based approaches can effectively instill essential health practices from an early age.
PENGARUH PERMAINAN KUCING-KUCINGAN TERHADAP KELINCAHAN (AGILITY)SISWA SEKOLAH DASAR USIA 10-12 TAHUN Arham Syahban; Sahbana Ridha; Lolita Achraeny
CENDEKIA: JURNAL ILMIAH PENDIDIKAN Vol 14 No 1 (2026): Cendekia: Jurnal Ilmiah Pendidikan
Publisher : STKIP Paris Barantai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33659/mmc74w68

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh permainan kucing-kucingan terhadapkelincahan siswa SD Negeri Gunung Ulin usia 10–12 tahun. Metode penelitian menggunakan desaineksperimen dengan pendekatan one group pretest-posttest design. Sampel penelitian berjumlah 21siswa yang dipilih secara purposive. Instrumen pengumpulan data menggunakan Agility T-Test untukmengukur kelincahan sebelum dan sesudah perlakuan. Hasil analisis deskriptif menunjukkan bahwarata-rata waktu pretest sebesar 15,12 detik menurun menjadi 12,58 detik pada posttest. Hasil ujipaired samples t-test menunjukkan nilai t = 18,14 dengan p < 0,000, yang berarti terdapat perbedaansignifikan antara hasil pretest dan posttest. Temuan ini membuktikan bahwa permainan kucingkucingan berpengaruh positif terhadap peningkatan kelincahan siswa. Dengan demikian, permainankucing-kucingan dapat dijadikan alternatif metode pembelajaran pendidikan jasmani di sekolah dasar,sekaligus berperan dalam melestarikan budaya lokal.