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ACTIVE: Journal of Physical Education, Sport, Health and Recreation
ISSN : 2460724X     EISSN : 22526773     DOI : -
Core Subject : Health, Education,
Journal is a peer-reviewed, four-color, professional journal. Continuously published since 2012, Active serves as an authoritative, professional source for educators in physical education, sports, health, and recreation in all settings. It provides the information needed to assist students and clients in learning motor skills, improving fitness, and pursuing physical activity and sport participation safely and appropriately. Active features articles about teaching methods, curriculum, teacher preparation, professional issues, coaching, youth sports, fitness, recreation, and heatlh. Regular departments offer teaching tips, analysis of lawsuits, technology updates, and viewpoints about the professions.
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Articles 10 Documents
Search results for , issue "Vol 4 No 10 (2015): October 2015" : 10 Documents clear
Pembelajaran Kebugaran Jasmani Melalui Permainan BOI
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol 4 No 10 (2015): October 2015
Publisher : Department of Physical Education, Sport, Health and Recreation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v4i10.8134

Abstract

The purpose of this research is to improve the learning outcomes of physical fitness through modification boi game in Class II MI Assalafiyah Kemanggungan Tarub District of Tegal in the academic year 2013/2014. Methods that researchers use in the form of classroom action research (PTK) carried out by the research subject is class II MI Assalafiyah Kemanggungan totaling 26 students consisting of 10 male students and 16 female students. Based on the results of the study showed an increase in learning outcomes, with KKM 75 in cycle 1 percentage success of 76.92%, of the 26 students, there are 6 students who have not completed, while in the second cycle of the passing percentage increased to 96.15%, from 6 children incomplete be one child who has not been completed. From the research results with PTK method can be concluded that physical fitness through modification learning BOI games can improve student learning outcomes.
Peningkatan Hasil Belajar Passing Sepak Bola Melalui Permainan Pemburu Binatang
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol 4 No 10 (2015): October 2015
Publisher : Department of Physical Education, Sport, Health and Recreation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v4i10.8137

Abstract

The purpose of this study was to determine the learning outcome approach passing through playing soccer Beast Hunter on fourth-grade students of SD Negeri Batuagung 1 Balapulang District of Tegal 2014. This study was conducted in PTK SD Negeri Batuagung 1 Balapulang District of Tegal, the samples in this study were fourth graders, amounting to 24 students. This research method is Classroom Action Research. This study uses 2 cycles. The results showed that the learning outcomes passing football played by using the approach of animals hunters have a positive impact as seen on mastery learning outcomes of students who exceed the predetermined KKM 75 has increased the mastery learning in the first cycle reaches 70.83%, while the second cycle mastery learning reaches 95.83%. It is concluded that learning football passing play tracker approach has a positive impact, which can improve learning outcomes, interest, and motivation to learn
Pengembangan Model Pembelajaran Sepakbola dengan Permainan “Balangka”
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol 4 No 10 (2015): October 2015
Publisher : Department of Physical Education, Sport, Health and Recreation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v4i10.8138

Abstract

This research aims to determine the results of learning model development through the game of football balangka for eighth-grade students of SMP Negeri 1 Semarang in learning Physical education and HealthThe method of this research is to development refers to developing the model. (research-based development) by Brog and Gall that has been modified. The data was collected by a questionnaire derived from, expert evaluation, the observation sheet student movement, a small test group (12 students), and range tests (30 students). Research data, expert evaluation data that experts physical education 80% (it means good), learning experts 89.33% (it means excellent), observational data motion test students' small group 92.67% (it means excellent), observational data field test student movement, 96.67% (it means very good), a small group of test result data from the student questionnaire obtained a percentage of 86.67% (excellent), the data from the field test results of the student questionnaire obtained a percentage 84.89% (it means excellent). Based on the results in above, the concluded is balangka game development learning model is compatible to applied for both eighth-grade students of SMP Negeri 1 Semarang
Pembelajaran Servis Panjang Dalam Permainan Bulu Tangkis Melalui Modifikasi Raket Kayu
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol 4 No 10 (2015): October 2015
Publisher : Department of Physical Education, Sport, Health and Recreation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v4i10.8139

Abstract

This research was aims to describe the application of long service learning in the game of badminton rackets using modification of wood because it is perceived very appropriate to increase student studying result, remember advantages of this modification tool is an of the student is able to understand according to the actual object and can develop students' motivation high. The research subjects are students the 6th-grade class student of Sigentong elementary school, amounting to 29 students. This research method is Classroom Action Research (CAR) with two cycles. Result of the research show long service learning in the game of badminton rackets using a modification of wood for the 6th grade Class Student of Sigentong Elementary School in Warureja District Tegal Regency in the Academic Year 2013/2014 from 29 show an increase from the first cycle to the second cycle. Results of first cycle research show the percentage of students achieving 69%.The results of the second cycle of research, an increase in study’s result of 21% of the first cycle, it is 90%. From the results of this research with CAR method can be concluded that the long service learning using wood rackets successfully to increase the ability of long service learning in the game of badminton.
Meningkatkan Hasil Belajar Lompat Jauh Gaya Jongkok Menggunakan Permainan Lompat
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol 4 No 10 (2015): October 2015
Publisher : Department of Physical Education, Sport, Health and Recreation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v4i10.8140

Abstract

This study aims to determine that the use of learning the game jump in long jump squat style can improve student learning outcomes V class Kendalserut MI Nurul Iman. This study is Action Research (PTK), which consists of two cycles. The research was conducted in MI Nurul Iman Kendalserut with 40 students. Results of research using traditional two-cycle and four meeting showed in the first cycle of the average value of 76.06 by the end of class presentations learning completeness 67.5% in the category good. While the second cycle of the average value of 87.11 by the end of class presentations mastery learning that 95% fall into the categories very high. It can be concluded the use of the game to jump on learning style long jump squat can improve student learning outcomes both in the realm of psychomotor, effective, and cognitive.
Meningkatkan Hasil Belajar Lompat dan Loncat Melalui Permainan Tali Merdeka
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol 4 No 10 (2015): October 2015
Publisher : Department of Physical Education, Sport, Health and Recreation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v4i10.8141

Abstract

Purpose of this study was to determine the increase in the ability to jump and jump in the fourth-grade students of SD Negeri 04 Rowosari Ulujami District of Pemalang in the school year 2013/2014 through independent learning through games ropes. This study uses a Class Action Research (PTK). Source of data in this study entire fourth-grade students of SD Negeri 04 Rowosari Ulujami Pemalang District of academic year 2013/2014. The subjects were fourth-grade students of SD Negeri 04 Rowosari Ulujami District of Pemalang in the school year 2013/2014 amounted to 27 students. The results obtained have implications for the development of the teaching of physical education in schools in general and especially in SD Negeri 04 Rowosari Ulujami District of Pemalang in the academic year 2013/2014
Meningkatan Hasil Belajar Lempar Tangkap Bola Melalui Permainan Letabotai
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol 4 No 10 (2015): October 2015
Publisher : Department of Physical Education, Sport, Health and Recreation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v4i10.8142

Abstract

The purpose of this study was to determine the increase of learning outcomes through the game throwing the ball catching letabotai the first-grade students of SDN 03 Pagojengan District of Paguyangan Brebes. This study uses the results of the analysis of action research class.Berdasarkan percentage per cycle, learning through games throwing a ball catching letabotai have a positive impact on improving student learning outcomes characterized by increased mastery learning students in each cycle of the first cycle fulfilled Affective Value 62.50%, the second cycle is met 95.00%. Value cognitive cycle I fulfilled 55.00%, 90.00% second cycle. Psychomotor value of the first cycle is met 10.00%, 92.50% second cycle.
Meningkatkan Hasil Belajar Lompat Jauh Melalui Modifikasi Bermain Lompat Katak
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol 4 No 10 (2015): October 2015
Publisher : Department of Physical Education, Sport, Health and Recreation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v4i10.8143

Abstract

Classroom Action Research was conducted in order to determine the long jump increase learning outcomes through modifications play leapfrog learning penjas orchestra for elementary school fourth-grade students Bendan 01 Pekalongan. This study uses action research. The results of the study in the first cycle results in the learning activities of students have reached 73.37%, while for the second cycle has reached 87.79% with very good success qualifications. Percentage success of students in the first cycle skill aspect that is equal to 70.31% and the implementation of the second cycle increased to 89.84% with complete categories. The percentage of the aspects of the first cycle of knowledge that is equal to 74.89% and the second cycle was 83.96% with complete categories. Percentage attitude to aspects of the first cycle is equal to 77.86% and the second cycle was 87.50% with complete categories. While the determination to learn the indicators of success in 75%.
Meningkatkan Hasil Belajar Lempar Turbo Melalui Modifikasi Permainan Bola Berkuncir
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol 4 No 10 (2015): October 2015
Publisher : Department of Physical Education, Sport, Health and Recreation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v4i10.8144

Abstract

Classroom Action Research was conducted with the aim to determine the improvement of learning outcomes throwing a turbo in a ball game penjasorkes through modification tasseled at Elementary School fifth grade students of Muhammadiyah 02 Bendan Pekalongan. This study uses action research. From the research conducted, an increase in student learning outcomes from the initial condition to cycle 1 (85.5%) and cycle 2 (90.5%) Students can achieve a fairly good indicator of where the meaning of learning model throwing a turbo in penjasorkes through modification tasseled ball game in the fifth grade elementary school students of Muhammadiyah 02 Bendan Pekalongan can be used
Upaya Peningkatan Hasil Belajar Permainan Bola Voli Melalui Modifikasi Permainan Bola Panas
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol 4 No 10 (2015): October 2015
Publisher : Department of Physical Education, Sport, Health and Recreation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v4i10.8145

Abstract

The research goal is to improve learning outcomes through modification volleyball game ball games hot in the fourth-grade students of SD Negeri Cangkring 01 Talang District of Tegal in physical education subjects. This research is a classroom action research by using two cycles, each cycle consisting of planning, implementation, observation and reflection with the subject of the research that fourth-grade students of SD Negeri Cangkring 01 District Talang Tegal 2014 totaling 27 students consisting of 15 boys and 12 students girl. Results research shows that learning volleyball through a modified hot ball games can improve student learning outcomes of the first cycle to the second cycle. The average value of passing on learning outcomes in the first cycle (77.63), second cycle (79.78). Thus increasing the learning outcomes of the first cycle to the second cycle of (2.15). The number of students who otherwise completed the first cycle of 17 students (62.96%) and the second cycle 25 students (92.59%). The conclusion of this study, that learning the game of volleyball through a modified hot ball game on the fourth-grade students of SDN 01 Cangkring Talang District of Tegal 2014 can improve student learning outcomes.

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