cover
Contact Name
Ahmad Nasrulloh
Contact Email
ahmadnasrulloh@uny.ac.id
Phone
+6281228220223
Journal Mail Official
jurnal.keolahragaan@uny.ac.id
Editorial Address
Universitas Negeri Yogyakarta Jl. Colombo No. 1 Yogyakarta
Location
Kab. sleman,
Daerah istimewa yogyakarta
INDONESIA
Jurnal Keolahragaan
ISSN : 23390662     EISSN : 24610259     DOI : 10.21831
Core Subject : Health,
Arjuna Subject : -
Articles 290 Documents
BACK MATTER (Indeks Subjek, Indeks Pengarang, Author Guidelines) - -
Jurnal Keolahragaan Vol 1, No 2: September 2013
Publisher : Program Studi Ilmu Keolahragaan Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (172.254 KB) | DOI: 10.21831/jk.v1i2.5104

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FRONT MATTER (Cover, Editorial Board, Table of Contents) - -
Jurnal Keolahragaan Vol 3, No 1: April 2015
Publisher : Program Studi Ilmu Keolahragaan Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (153.005 KB) | DOI: 10.21831/jk.v3i1.5334

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BACK MATTER (Indeks Subjek, Indeks Pengarang, Biografy, Author Guidelines) -, -
Jurnal Keolahragaan Vol 3, No 1: April 2015
Publisher : Program Studi Ilmu Keolahragaan Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (341.04 KB)

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PENGEMBANGAN MODEL PEMBELAJARAN LEMPAR LEMBING UNTUK SISWA SEKOLAH MENENGAH PERTAMA (SMP) Adhen Willy Munendra; Ria Lumintuarso
Jurnal Keolahragaan Vol 3, No 2: September 2015
Publisher : Program Studi Ilmu Keolahragaan Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (282.951 KB) | DOI: 10.21831/jk.v3i2.6224

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Penelitian ini bertujuan untuk menghasilkan model pembelajaran lempar lembing untuk siswa SMP yang layak digunakan. Model pembelajaran yang dikembangkan diharapkan untuk digunakan guru SMP sebagai salah satu bentuk pembelajaran lempar lembing yang baik dan efektif. Penelitian pengembangan ini dilakukan dengan mengadaptasi langkah-langkah penelitian pengembangan sebagai berikut: (1) studi pendahuluan, (2) analisis terhadap informasi yang telah dikumpulkan, (3) mengembangkan produk awal (draf produk), (4) validasi ahli dan revisi, (5) uji coba skala kecil dan revisi, (6) uji coba lapangan skala besar dan revisi, dan (7) diseminasi produk hasil pengembangan. Uji coba skala kecil dilakukan 20 siswa terhadap siswa kelas 8 SMP Negeri 2 Karangnongko Klaten. Uji coba skala besar dilakukan terhadap 60 siswa kelas 8 SMP Negeri 1 Karangnongko dan SMP Negeri 1 Kemalang Klaten. Teknik analisis data yang digunakan yaitu analisis deskriptif kuantitatif dan analisis deskriptif kualitatif. Hasil penelitian ini berupa buku panduan dan CD model pembelajaran lempar lembing untuk siswa SMP, yang berisikan sepuluh model permainan, yaitu permainan: (1) kasvol; (2) bola estafet; (3) target papan; (4) target bola; (5) lempar angka; (6) perang bola; (7) parsim; (8) tardus; (9) pahsim, dan (10) pahdus. Dari hasil penilaian para ahli materi, dapat ditarik kesimpulan bahwa model pembelajaran lempar lembing yang disusun sangat baik dan efektif, sehingga layak digunakan untuk pembelajaran lempar lembing pada siswa SMP. Kata kunci: pengembangan, model pembelajaran lempar lembing DEVELOPING A JAVELIN THROWING TEACHING MODEL FOR SECONDARY SCHOOL STUDENTS Abstract This research aims to produce a javelin throwing teaching model for junior high school students. This javelin throwing teaching model is expected to be used by teacher as a form of good and effective javelin throwing teaching. This research and development was conducted by adapting the steps of research development including: (1) preliminary study, (2) analysis of the gathered information, (3) developing the initial product, (4) expert’s validation and revision, (5) small scale trials and revision, (6) large-scale field trial and revision, and (7) dissemination of the product. The small scale trial was conducted in Karangnongko Klaten 2 State Junior High School with 20 second grade students. The large scale trial was conducted in Karangnongko Klaten 1 State Junior High School and Kemalang Klaten 1 State Junior High School with 60 second grade students The data were analysed using the descriptive quantitative and descriptive qualitative analyses The product of this research is a guide book and CD of javelin throwing teaching model for junior high school students, which contain ten games models, namely, the game model of: (1) kasvol; (2) relay; (3) board target; (4) ball target; (5) figures throwing; (6) ball war; (7) parsim; (8) tardus; (9) pahsim, and (10) pahdus. From the assessment of the subject-matter experts evaluation, it can be concluded that the developed javelin throwing teaching model is a good effective and feasible for the teaching of javelin throwing to junior high school students. Keywords: development, javelin throwing teaching model
PENGARUH METODE PEMBELAJARAN DAN MODIFIKASI SARANA PRASARANA DALAM MENINGKATKAN STRATEGI BERMAIN DAN KERJA SAMA Syarif, Ahmad; Winarni, Sri
Jurnal Keolahragaan Vol 3, No 2: September 2015
Publisher : Program Studi Ilmu Keolahragaan Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (387.782 KB) | DOI: 10.21831/jk.v3i2.6225

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Tujuan penelitian ini untuk mengetahui perbedaan: (1) pengaruh antara metode pembelajaran TGFU dan Skill Theme terhadap peningkatan strategi bermain dan kerja sama; (2) pengaruh antara sarana dan prasarana terhadap peningkatan strategi bermain dan kerja sama, dan (3) mengetahui interaksi antara metode pembelajaran dengan sarana dan prasarana terhadap peningkatan strategi bermain dan kerja sama. Metode penelitian ini adalah eksperimen dengan rancangan faktorial 2 x 2. Populasi penelitian ini adalah siswa XI IPA SMA Negeri 1 Bandongan. Sampel dalam penelitian ini 64 siswa yang diambil dengan teknik sampel acak. Hasil penelitian ini adalah sebagai berikut: (1) ada perbedaan pengaruh yang signifikan dari metode pembelajaran TGFU dan Skill Theme terhadap peningkatan strategi bermain dan kerja sama, adapun dalam meningkatkan strategi bermain dan kerja sama metode pembelajaran skill theme dan TGFU memberikan pengaruh dalam meningkatkan strategi bermain dan kerja sama, (2) ada perbedaan pengaruh yang signifikan antara sarana dan prasarana terhadap peningkatan strategi bermain dan kerja sama, dan (3) Ada interaksi antara metode pembelajaran TGFU dan Skill Theme dengan sarana dan prasarana terhadap peningkatan strategi bermain dan kerja sama. Kata kunci: TGFU, skill theme, sarana dan prasarana, strategi bermain, kerja sama. THE EFFECTS OF LEARNING METHOD AND INFRASTRUCTURE MODIFICATIONS ON THE IMPROVEMENT OF THE LEARNING ACHIEVEMENT PLAY STRATEGY AND COOPERATION. Abstract The purpose of this study is to reveal the differences of: (1) the effect of teaching methods and learning methods of TGFU Skill Theme on the increase in playing strategy and cooperation, (2) the effect of the modification of the conventional facilities and infrastructure and the improvement of play and collaboration strategies, and (3) the interaction between learning method (TGFU and Skill Theme) and modification of conventional facilities and infrastructure on the improvement of play and cooperation strategies. This research method was an experiment with 2 x 2 factorial design. The population was year XI students of Science class of SMAN 1 Bandongan. The research sample were 64 student taken by random sampling technique. The results of this study are as follows: (1) There is a significant difference in the effect of the learning methods of teaching games for understanding and Skill Theme learning methods on the improvement strategies and cooperative play, while the improving strategies and cooperative play theme methods of learning skills and teaching games for understanding affect the improvement of play and co-operation strategies, (2) There is a significant difference between the modification and conventional infrastructure on the improvement of play and cooperation. Modification of facilities and infrastructure is more effective in increasing the plays and collaboration strategies, and (3 ) There is an interaction between learning method (teaching games for understanding and skill theme) and modification of the conventional facilities and infrastructure and the improvement of play and cooperation strategies. Keywords: TGFU, skill theme, facilities and infrastructure, strategic play, cooperation.
MENINGKATKAN HASIL BELAJAR SEPAK BOLA MAHASISWA PGSD STKIP St. PAULUS RUTENG MELALUI PENDEKATAN TAKTIK Gervasius Adam; Pamuji Sukoco
Jurnal Keolahragaan Vol 3, No 2: September 2015
Publisher : Program Studi Ilmu Keolahragaan Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (384.539 KB) | DOI: 10.21831/jk.v3i2.6228

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Penelitian ini bertujuan untuk meningkatan hasil belajar mahasiswa tingkat I PGSD STKIP Santu Paulus Ruteng melalui pendekatan taktik bermain. Penelitian ini merupakan penelitian tindakan kelas (Classroom Action Research) yang terdiri atas dua siklus, menggunakan desain Kemmis MC. Taggart. Hasil penelitian menunjukkan bahwa pendekatan taktik bermain yang di padukan dengan permainan lempar tangkap bola dapat meningkatkan hasil belajar dan minat sepak bola mahasiswa kelas IF PGSD STKIP Santu Paulus Ruteng. Berdasarkan data hasil tes pada siklus I rata-rata nilai mahasiswa secara klaksikal megalami peningkatan yaitu terlihat dari pratindakan 30 orang (50,84%) naik menjadi 39 orang (67%) pada siklus I dan pada siklus II menjadi 45 orang (76%) yang tuntas/lulus dengan mencapai kriteria ketuntasan minimum yaitu 60. Kata kunci: hasil belajar, sepak bola, pendekatan taktik bermain   AN EFFORT TO INCREASE THE STUDENTS’ QUALITY AT PGSD OF STKIP ST. PAUL RUTENG IN PLAYING FOOTBALL THROUGH THE TACTICAL APROACH Abstract This research aims to seek the increasing result of the students’ learning process in the first grade at PGSD (Elementary School Teacher Education) of STKIP St. Paul Ruteng through the tactical games approach. This research is a kind of Classroom Action Research which consists of two cycles by using Kemmis MC. Taggart’s design. The research result shows that the tactical games approach which is combined with throwing-catching of ball play can increase the learning result and the interest in playing football for the 1F-class students at PGSD of STKIP St. Paul Ruteng.  Based on the test result at first cycle, the average score of the students, is increasing classically which is shown by pre-action, namely 30 students (50.84%) becoming 39 students (67%) at first cycle, and then at second cycle it has been 45 students (76%) who have graduated/passed by reaching the minimum score criteria namely 60. Keywords: leaning result, football, the tactical  games approach
MODEL PERMAINAN AKTIVITAS LUAR KELAS UNTUK MENGEMBANGKAN RANAH KOGNITIF, AFEKTIF, DAN PSIKOMOTORIK SISWA SMA Setyawan, Hendra; Dimyati, Dimyati
Jurnal Keolahragaan Vol 3, No 2: September 2015
Publisher : Program Studi Ilmu Keolahragaan Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (317.383 KB) | DOI: 10.21831/jk.v3i2.6230

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Penelitian ini bertujuan menghasilkan model-model permainan Aktivitas Luar kelas (ALK) yang layak digunakan sebagai materi pembelajaran penjas, serta efektif untuk mengembangkan ranah kognitif, afektif, dan psikomotorik siswa SMA. Penelitian ini dilakukan dengan langkah-langkah sebagai berikut: (1) pengumpulan informasi di lapangan, (2) menganalisis informasi yang telah dikumpulkan, (3) mengembangkan produk awal, (4) validasi ahli dan revisi, (5) uji coba skala kecil dan  revisi, (6) uji coba skala besar dan revisi, dan (7) pembuatan produk final. Uji coba skala kecil dilakukan terhadap siswa kelas X-D dan XI-IPA 4 dari SMA N I Prambanan berjumlah 66 orang. Uji coba skala besar dilakukan terhadap siswa kelas X-G, X-H, XI-IPS 3, dan XI-BHS dari SMA N I Prambanan berjumlah 132 orang. Instrumen pengumpulan data yang digunakan yaitu; (1) pedoman wawancara, (2) skala nilai, (3) pedoman observasi permainan, (4) pedoman observasi keefektifan permainan, (5) pedoman observasi terhadap guru pelaku uji coba, dan (6) rubrik penilaian siswa. Teknik analisis data dengan analisis deskriptif kuantitatif dan kualitatif. Hasil penelitian berupa tujuh model permainan yang layak dan efektif digunakan dalam pembelajaran penjas, hal ini dibuktikan dengan perolehan persentase sebesar 100% dari data hasil kuesioner skala nilai, observasi model permainan, observasi keefektifan permainan, dan observasi guru pelaku uji coba. Model permainan juga efektif untuk mengembangkan ranah kognitif, afektif, dan psikomotorik, yang dibuktikan dengan terjadinya peningkatan persentase nilai rata-rata siswa sebesar 21%. Kata kunci: model, permainan, aktivitas luar kelas, kognitif, afektif, psikomotorik THE OUTDOOR ACTIVITY GAME MODEL TO DEVELOP THE ASPECT OF COGNITIVE, AFFECTIVE, AND PSYCHOMOTOR OF THE SENIOR HIGH SCHOOL STUDENTS Abstract This study aims at producing outdoor activity game models which are proper to be used for physicall education learning and developing cognitive, affective, and psychomotor domains for senior high school students. This educational research and development was carried out following the steps of developing research, consisting of: (1) collecting information, (2) information analysis, (3) developing initial product, (4) expert validation and revision, (5) preliminary field test and revision, (6) main field test and revision, and (7) making the final product. The small field try out is done for the students of the class X-H and XI-IPA 3 from SMA N 1 Prambanan, with the total number of students 66. The big field try out is done for the students of class X-G, X-H, XI-IPS, and XI Bahasa from SMA N 1 Prambanan, with the total number students 132. The data instruments collecting which were used were: (1) interview guide, (2) rating scale, (3) observation guide for games observation, (4) observation guide for games effectiveness, and (5) observation guide for perpetrator teachers, (6) scoring rubric for measuring student’s work. The data were analyzed using quantitative descriptive analysis and qualitative descriptive analysis. The results of the study in the form of seven models of the game are proper and effective to be used in physicall education, this is proved by percentage result about 100% from score scale questioner data, game model observation, observation for the offender trial teacher. Besides, the game is also effective for developing the aspect of cognitive, affective, and psychomotor which is proved by the increasing of percentage average of the students about 21%. Keywords: models, games, outdoor activity, cognitive, affective, psychomotor
PENGEMBANGAN MODEL LATIHAN SEPAK BOLA BERBASIS KELINCAHAN DENGAN PENDEKATAN BERMAIN Ilham Efendi Nasution; Suharjana Suharjana
Jurnal Keolahragaan Vol 3, No 2: September 2015
Publisher : Program Studi Ilmu Keolahragaan Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (427.48 KB) | DOI: 10.21831/jk.v3i2.6241

Abstract

Penelitian ini bertujuan menghasilkan model latihan sepak bola berbasis kelincahan dengan pendekatan bermain untuk siswa Sekolah Sepak bola usia 10-12 tahun yang layak digunakan. Penelitian pengembangan dilakukan dengan mengadaptasi langkah-langkah penelitian pengembangan sebagai berikut: (1) pengumpulan informasi di lapangan dan analisis terhadap informasi yang telah dikumpulkan, (2) mengembangkan produk awal (draf model), (3) validasi ahli dan revisi, (4) uji coba lapangan skala kecil dan revisi, (5) uji coba lapangan skala besar dan revisi, dan (6) pembuatan produk final. Instrumen pengumpulan data: (1) pedoman wawancara, (2) skala nilai, (3) pedoman observasi model, (4) pedoman observasi keefektifan model, dan (5) kuesioner untuk siswa. Teknik analisis data yaitu analisis deskriptif kuantitatif dan analisis deskriptif kualitatif. Hasil penelitian berupa model latihan sepak bola berbasis kelincahan dengan pendekatan bermain untuk siswa sekolah sepak bola usia 10-12 tahun yang berisikan sembilan permainan, yaitu: (1) permainan dribbling zig-zag dan shooting, (2) permainan lewati cone, sprint dan shooting, (3) lomba menarik bola dengan mundur, (4) permainan speed step, berputar dan passing, (5) permainan berebut bola dan shooting, (6) permainan L-agility rope, (7) permainan dribbling dan running with the ball, (8) permainan speed step dan shooting, (9) shuttle run dan shooting. Kata Kunci: latihan sepak bola, kelincahan, bermain, sekolah sepak bola (SSB)  DEVELOPING AN AGILITY-BASED FOOTBALL TRAINING MODEL THROUGH PLAYING APPROACH Abstract This research was aimed to create an agility-based football training model through playing approach for year 10-12 students of football school. This research and development was conducted by adapting R D steps according, consisting of: (1) collecting information and information analysis, (2) developing initial product, (3) expert validation and revision, (4) preliminary field test and revi-sion, (5) main field test and revision, and (6) making the final product. The data collection instruments used were: (1) interview guide, (2) scoring scale, (3) observation guide, (4) model effectiveness observation guide, and (5) questionnaires of students. The data were analyzed using the quantitative descriptive analysis and qualitative descriptive analysis. The result of this research is in the form of a football practice model based on mobility with the playing approach for the students aged 10-12 of football school including nine games: (1) zig-zag dribbling and shooting game, (2) cone jumping, sprinting and shooting game, (3) pulling the ball backward race, (4) speeding step, rotary, and passing game, (5) fighting for the ball and shooting games, (6) L-Agility rope game, (7) dribbling and running with the ball game, (8) speeding step and shooting game, and (9) shuttle run and shooting game. Keywords: football training, agility, playing, football school
GERAK MULTILATERAL MELALUI PERMAINAN BOLA BESAR UNTUK ANAK SD KELAS BAWAH Kadek Ary Wibawa; FX. Sugiyanto
Jurnal Keolahragaan Vol 3, No 2: September 2015
Publisher : Program Studi Ilmu Keolahragaan Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (565.153 KB) | DOI: 10.21831/jk.v3i2.6244

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Penelitian ini bertujuan menghasilkan model pembelajaran gerak multilateral yang dibentuk melalui permainan bola besar, serta dikembangkan menjadi panduan guru olahraga dan pembelajaran dengan konsep permainan. Penelitian ini dikembangkan dengan mengadaptasi penelitian dan pengembangan pendidikan model Gall, Gall, Borg. Uji coba dengan skala kecil dilakukan terhadap 24 orang siswa di SD Mutiara Singaraja dan 85 orang siswa pada skala besar di SDN 1 dan SDN 3 Singaraja. Instrumen yang digunakan untuk mengumpulkan data adalah angket skala nilai validasi, pedoman observasi model pembelajaran permainan, dan pedoman observasi keefektifan model pembelajaran permainan. Hasil penelitian berupa pengembangan model pembelajaran gerak multilateral melalui permainan bola besar yang terdiri atas sembilan permainan, yaitu: (1) Berburu Bebek, (2) Bola Pertemanan, (3) Bola Zig-Zag Berlari, (4) Mengambil Mutiara, (5) Bola Berguling, (6) Bola Tembak, (7) Bola Raja, (8) Bola Gawang, dan (9) Bola Tepuk. Pengembangan model pembelajaran gerak multilateral disusun  dalam buku pedoman pembelajaran dan CD dengan judul “Bola Multi Gerak”. Kata kunci: model, pembelajaran, gerak multilateral, permainan, bola besar MULTILATERAL TEACHING MOTION MODEL DEVELOPMENT THROUGH THE BIG BALL GAME FOR LOWER GRADE ELEMENTARY KIDS Abstract This study aims to produce a model of motion teaching multilateral form through big ball game. This study was developed by adapting the research and development of educational models Gall, Gall, Borg. Small-scale trials were carried out on 24 students from SD Mutiara Singaraja. Big-scale trials were carried out on 85 students from SDN 1 and SDN 3 Singaraja. The instrument used to collect the data was a questionnaire rating scale validation, the model observation teaching game, and the observation model of the effectiveness of teaching games. The results of the study is the development of multilateral exercise motion model through the big ball game that consists of 9 games, namely: (1) Duck Hunting, (2) Friendship Ball, (3) Zig-Zag Running Ball, (4) Taking Pearl, (5) Rolling Ball, (6) Shoot Ball, (7) The King of Ball, (8) Goal Ball, and (9) Pat Ball. Multilateral teaching motion model development was compiled in teaching manuals and a CD with the title "Multi Ball Motion". Keywords: models, teaching, game, big ball
MODEL PENGENALAN PERMAINAN DALAM PEMBELAJARAN LOMPAT JAUH PADA SISWA KELAS ATAS SEKOLAH DASAR Kurnia Azis Setyawan; Ria Lumintuarso
Jurnal Keolahragaan Vol 3, No 2: September 2015
Publisher : Program Studi Ilmu Keolahragaan Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (288.704 KB) | DOI: 10.21831/jk.v3i2.6245

Abstract

Penelitian ini bertujuan untuk menghasilkan model pengenalan pembelajaran lompat jauh pada siswa sekolah dasar (SD) kelas atas tahun pelajaran 2013/2014 di Kecamatan Srumbung, Kabupaten Magelang. Model pembelajaran yang dikembangkan diharapkan untuk digunakan guru SD sebagai salah satu bentuk pembelajaran lompat jauh yang baik dan efektif. Penelitian pengembangan ini dilakukan dengan mengadaptasi langkah-langkah penelitian pengembangan sebagai berikut: (1) pengumpulan informasi di lapangan, (2) melakukan analisis terhadap informasi yang telah dikumpul-kan, (3) mengembangkan produk awal (draf model), (4) validasi ahli dan revisi, (5) uji coba lapangan skala kecil dan revisi, (6) uji coba lapangan skala besar dan revisi, dan (7) pembuatan produk final. Uji coba skala kecil dilakukan terhadap siswa kelas 5 SD N Tegalrandu dan SD N Polengan, Kecamatan Srumbung yang berjumlah 31 siswa. Uji coba skala besar dilakukan terhadap siswa kelas 5 SD N Tegalrandu, SD N Polengan, SD N Pucanganom, SD N Pandanretno, SD N Soka 1 yang berjumlah 81 siswa. Instrumen pengumpulan data yang digunakan yaitu; (1) pedoman wawancara, (2) skala nilai, (3) pedoman observasi model pembelajaran, (4) pedoman observasi keefektifan model pembelajaran. Teknik analisis data yang dilakukan yaitu analisis deskriptif kuantitatif dan analisis deskriptif kualitatif. Hasil penelitian ini berupa buku dan video model pengenalan dalam pembelajaran lompat jauh pada SD kelas atas. Berdasarkan penilaian ahli materi cabang olahraga atletik dan guru penjasor-kes, produk model pengenalan dalam pembelajaran lompat jauh pada SD kelas atas, sudah sesuai dan layak untuk digunakan oleh guru penjasorkes dalam mengajarkan materi lompat jauh kepada siswanya dengan nilai rata-rata 98,1%. Kata kunci: pengembangan, permainan, model pengenalan pembelajaran lompat jauh   INTRODUCTION MODELS IN LEARNING GAMES OF LONG JUMP IN UPPER CLASS ELEMENTARY SCHOOL Abstract This study aims to produce introduction models of the  learning long jump at the upper class of elementary school students in the Academic Year 2013/2014 in Srumbung District, Magelang regency. The developed models are expected to be used by elementary school teachers to teach long jump well and effectively. The study was conducted by adapting the development steps of research development as follows: (1) collecting information in the field, (2) analyzing information that has been collected, (3) developing initial products (draft model), (4) validating by experts and revising, (5) small-scale field trials and revisions, (6) large-scale field trials and revisions, and (7)  making the final product. Small-scale trials were carried out to the 5th grade students at SD N Tegalrandu and SD N Polengan, District Srumbung totaling 31 students. Large-scale trials were carried out to the 5th grade students of Tegalrandu, SD N Polengan, SD N Pucanganom, SD N Pandanretno, SD N Soka 1, amounting to 81 students. Data collection instruments used were; (1) interview guide line, (2) the scale of values, (3) learning models observation guide line, (4) observation guide line of the effectivenes learning models. The data were analyzed using quantitative and qualitative descriptive analysis. The final products of the research are in the form of books and videos of introduction models of the learning long jump at the upper class of elementary schools. The developed products were considered suitable and appropriate to be used by SD N teaches based on to judgement by material experts of athletics and penjasorkes teachers with the mean scale 98,1%. Keywords: development, game, introduction model of learning long jump

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