Danang Kanda Riyatmojo
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Peningkatan Motivasi Belajar Siswa Melalui Pemanasan Permainan Kecil Pembelajaran PJOK di SMPN 1 Kota Kediri Mokh Sabiq Khazimul Akhzab; Mokhamad Firdaus; Danang Kanda Riyatmojo
JOURNAL SAINS STUDENT RESEARCH Vol. 3 No. 3 (2025): Jurnal Sains Student Research (JSSR) JUNI
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jssr.v3i3.4681

Abstract

The objective of this study is to motivate students by utilizing small-scale game-based warm-ups in Physical Education (PJOK) teaching at SMPN 1 Kota Kediri. The research method employed is Classroom Action Research (CAR) using the Kemmis and McTaggart spiral model, which consists of two cycles. The subjects of the study are seventh-grade students at SMPN 1 Kota Kediri. Data were collected through observation, questionnaires, and documents, then analyzed using a quantitative descriptive method. The results indicate that the use of small-scale game-based warm-ups enhances student learning. This is evidenced by an increase in the percentage of students receiving academic support in the good or high category, from 47% in Cycle I to 84% in Cycle II. The conclusion of this study is that the implementation of small-scale game-based warm-ups can be an effective strategy to enhance student motivation in PJOK class.
Peningkatan Motivasi Belajar Melalui Pemanasan Permainan Pada Pembelajaran PJOK Kelas VII SMPN 1 Kota Kediri Zulfa Oktari Rosyda; Mokhammad Firdaus; Danang Kanda Riyatmojo
JOURNAL SAINS STUDENT RESEARCH Vol. 3 No. 3 (2025): Jurnal Sains Student Research (JSSR) JUNI
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jssr.v3i3.4686

Abstract

This study aims to enhance students' learning motivation in Physical Education, Sports, and Health (PJOK) by implementing game-based warm-up methods at SMPN 1 Kota Kediri. The research employs Classroom Action Research (CAR) with two cycles, utilizing observation, documentation, and questionnaires for data collection. The results indicate that game-based warm-up methods positively contribute to increasing students’ motivation and engagement in PJOK learning. In the first cycle, 93.3% of students responded positively to the applied method, and in the second cycle, the number of students who strongly agreed increased from 50% to 70%, while those who disagreed decreased from 6.7% to 3.3%. These findings suggest that game variations, increased student interaction, and additional motivation can enhance PJOK learning effectiveness. This study recommends that teachers continue to develop game variations and create a more comfortable learning environment to accommodate students' needs optimally.
Upaya Peningkatan Motivasi Belajar Siswa Kelas VII G dengan Pendekatan Permainan Pada Mata Pelajaran PJOK di SMP Negeri 1 Kota Kediri Budi Rohmad Hidayat; Mokhammad Firdaus; Danang Kanda Riyatmojo
JOURNAL SAINS STUDENT RESEARCH Vol. 3 No. 3 (2025): Jurnal Sains Student Research (JSSR) JUNI
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jssr.v3i3.4693

Abstract

One effective method to increase physical activity among students is to incorporate Physical Education, Sports and Health (PJOK) into the school curriculum. Considering that secondary school students, usually aged between 12 and 15, have a natural inclination towards games, a game-oriented strategy is particularly appropriate, as children generally prefer to engage in fun activities. Through this approach, students are likely to be more motivated to engage in physical activities that are beneficial to their body fitness and health. This study applied the Classroom Action Research (PTK) method implemented in two cycles, with each cycle consisting of two meetings covering physical fitness materials. Data collection techniques were conducted through observation, documentation, and questionnaires to explore students' opinions regarding the learning process provided by the teacher. The study findings stated that the game-based approach proved to be very effective in increasing the motivation to learn PJOK in class VII G SMPN 1 Kota Kediri. Therefore, in learning PJOK, it is important to create interesting innovations so that students are more interested and active in following the learning.
Peningkatan Pemahaman Materi Bulutangkis Melalui Media Interaktif Google Sheet Siswa Kelas VII SMPN 1 Kota Kediri Risqi Bustanul Arifin; Mokhamad Firdaus; Danang Kanda Riyatmojo
JOURNAL SAINS STUDENT RESEARCH Vol. 3 No. 3 (2025): Jurnal Sains Student Research (JSSR) JUNI
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jssr.v3i3.4716

Abstract

This study aims to develop basic badminton skills in grade VII students at SMP Negeri 1 Kediri City by utilizing interactive learning media. The approach applied is Classroom Action Research (CAR) which is carried out in two cycles, where each cycle includes the planning, implementation, observation, and evaluation stages. Participants in this study were 32 students who faced challenges in mastering these skills. mastering basic badminton techniques, such as racket grip, footwork, service, and basic strokes. The research instruments included observation sheets, skill tests, and interest and motivation questionnaires. The study revealed significant progress in basic badminton skills, where the average score increased from 65.78 in Phase I to 72.78 in Phase II, or an increase of 10.64%. Interactive media, such as video tutorials and movement simulations, have proven effective in improving students' understanding and motivation. In conclusion, the use of digital platforms not only enriches students' abilities but also provides a more interesting and dynamic learning environment.
Peningkatan Hasil Belajar Servis Bulu Tangkis melalui Latihan Target Sasaran pada Siswa Kelas VII-D SMPN 1 Kediri Dedi Pardiansyah; Mokhammad Firdaus; Danang Kanda Riyatmojo
JOURNAL SAINS STUDENT RESEARCH Vol. 3 No. 3 (2025): Jurnal Sains Student Research (JSSR) JUNI
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jssr.v3i3.4782

Abstract

This study aims to improve badminton service learning outcomes through target training for Grade VII-D students at SMP Negeri 1 Kediri. The method used is Classroom Action Research (CAR), which consists of two cycles with stages of planning, implementation, observation, and reflection. The research instruments include observation, skill tests, interviews, and questionnaires, with data analyzed using descriptive quantitative and qualitative methods. The results show that target training significantly improves students' service skills, particularly in accuracy, consistency, technique, and shot power. This method also enhances students' confidence and motivation in learning badminton. Target training has proven effective in helping students understand the correct service technique and improving their motor skills. The study's implications indicate that a structured training-based approach can be applied in physical education to optimize students' learning outcomes. Therefore, physical education teachers are encouraged to use target training methods in badminton learning to enhance instructional effectiveness and student achievement.