SPORT GYMNASTICS: Jurnal Ilmiah Pendidikan Jasmani
Vol. 7 No. 1 (2026): April

Efektivitas Model Pembelajaran Atletik Berbasis Game Dalam Meningkatkan Hasil Belajar Lari Sprint Siswa Kelas VIII MTs Al-Khairiyah

Sahroni (Unknown)
Pardiman (Unknown)
Yohandi, Andi (Unknown)
Buang, M (Unknown)
Putri Nabillah, Salsyah (Unknown)



Article Info

Publish Date
15 Apr 2026

Abstract

Penelitian ini bertujuan untuk menganalisis efektivitas model pembelajaran atletik berbasis game dalam meningkatkan hasil belajar lari sprint siswa kelas VIII MTs Al-Khairiyah. Penelitian menggunakan pendekatan kuantitatif dengan metode quasi eksperimen dan desain pretest-posttest control group design. Sampel penelitian berjumlah 60 siswa yang dibagi menjadi kelompok eksperimen dan kelompok kontrol. Instrumen penelitian menggunakan tes lari sprint 30 meter yang dilakukan sebelum dan sesudah perlakuan. Hasil penelitian menunjukkan bahwa kelompok eksperimen mengalami peningkatan dari rata-rata 6,85 detik menjadi 5,98 detik, sedangkan kelompok kontrol meningkat dari 6,82 detik menjadi 6,45 detik. Nilai N-Gain kelompok eksperimen sebesar 0,68 termasuk kategori sedang, sedangkan kelompok kontrol sebesar 0,29 termasuk kategori rendah. Hasil uji independent sample t-test menunjukkan nilai signifikansi 0,001 (p < 0,05) yang menunjukkan adanya perbedaan signifikan antara kedua kelompok. Kesimpulan penelitian menunjukkan bahwa model pembelajaran berbasis game efektif dalam meningkatkan hasil belajar lari sprint siswa serta meningkatkan motivasi dan keterlibatan siswa dalam pembelajaran pendidikan jasmani.Abstract This study aims to analyze the effectiveness of a game-based athletics learning model in improving sprinting learning outcomes for eighth-grade students at MTs Al-Khairiyah. The study employed a quantitative approach with a quasi-experimental method and a pretest-posttest control group design. The sample size was 60 students, divided into an experimental group and a control group. The research instrument used a 30-meter sprint test administered before and after the treatment. The results showed that the experimental group experienced an average increase in sprinting time from 6.85 seconds to 5.98 seconds, while the control group increased from 6.82 seconds to 6.45 seconds. The N-Gain value for the experimental group was 0.68, categorized as moderate, while the control group's N-Gain value was 0.29, categorized as low. The independent sample t-test showed a significance value of 0.001 (p < 0.05), indicating a significant difference between the two groups. The study concluded that the game-based learning model is effective in improving sprinting learning outcomes for students and increasing their motivation and engagement in physical education learning

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Journal Info

Abbrev

gymnastics

Publisher

Subject

Humanities Education Health Professions Nursing Public Health Other

Description

Description : SPORT GYMNASTICS: Jurnal Ilmiah Pendidikan Jasmani, It is a place for the dissemination and publication of research results from undergraduate theses or final assignments for Undergraduate Study Program Physical Education which is the duty of every student to upload scientific work as ...