This classroom action research aimed to improve fifth-grade students' learning outcomes in the crescent kick technique of pencak silat through the Teaching Games for Understanding (TGfU) model at SDN 13 Ampenan. The research gap lies in the limited classroom-based evidence on the application of TGfU to martial arts learning, particularly the crescent kick technique in elementary school physical education. The study was conducted in two cycles consisting of planning, action, observation, and reflection. The subjects were 26 fifth-grade students in the 2025/2026 academic year. Data were collected using a psychomotor performance rubric, a cognitive test, and an affective observation sheet. The success indicator was set at a minimum mastery criterion of 75 and at least 85% classical mastery. The results showed continuous improvement from the pre-cycle to Cycle II. In the pre-cycle, 7 students (26.9%) achieved mastery with a class mean of 72.80. In Cycle I, the mean increased to 78.46 with 18 students (69.2%) achieving mastery. In Cycle II, the mean increased to 83.55 and classical mastery reached 92.3% (24 students). The normalized gain based on the class mean was 0.40, indicating a moderate improvement. These findings indicate that TGfU can improve cognitive, affective, and psychomotor learning outcomes by situating technical execution within modified game contexts, tactical questioning, decision-making, and active participation. Practically, TGfU is recommended as an active and contextual strategy for teaching pencak silat in elementary physical education, although the findings remain limited to one classroom action research setting without a comparison group. Keywords: Teaching Games for Understanding, crescent kick, learning outcomes, classroom action research, pencak silat Penelitian tindakan kelas ini bertujuan meningkatkan hasil belajar teknik tendangan sabit pencak silat melalui model Teaching Games for Understanding (TGfU) pada siswa kelas V SDN 13 Ampenan. Kesenjangan penelitian terletak pada masih terbatasnya bukti penerapan TGfU pada pembelajaran beladiri, khususnya teknik tendangan sabit pencak silat di sekolah dasar. Penelitian dilaksanakan dalam dua siklus yang masing-masing meliputi tahap perencanaan, tindakan, observasi, dan refleksi. Subjek penelitian adalah 26 siswa kelas V tahun ajaran 2025/2026. Data dikumpulkan melalui rubrik penilaian psikomotor, tes kognitif, dan lembar observasi afektif. Indikator keberhasilan tindakan ditetapkan pada KKM 75 dengan ketuntasan klasikal minimal 85%. Hasil penelitian menunjukkan peningkatan berkelanjutan dari pra siklus ke siklus II. Pada pra siklus, 7 siswa (26,9%) mencapai KKM dengan nilai rata-rata 72,80. Pada siklus I, nilai rata-rata meningkat menjadi 78,46 dengan 18 siswa (69,2%) tuntas. Pada siklus II, nilai rata-rata meningkat menjadi 83,55 dan ketuntasan klasikal mencapai 92,3% atau 24 siswa. Nilai N-Gain berdasarkan rata-rata kelas sebesar 0,40 dan berada pada kategori sedang. Temuan ini menunjukkan bahwa TGfU dapat meningkatkan hasil belajar kognitif, afektif, dan psikomotor karena teknik tendangan sabit dipelajari melalui permainan modifikasi, pertanyaan taktis, pengambilan keputusan, dan partisipasi aktif. Secara praktis, TGfU dapat digunakan sebagai alternatif pembelajaran pencak silat yang aktif dan kontekstual, tetapi hasil penelitian ini masih terbatas pada satu kelas tanpa kelompok pembanding. Kata kunci: Teaching Games for Understanding, tendangan sabit, hasil belajar, penelitian tindakan kelas, pencak silat
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