Pendekatan Bermain Solusi Alternatif Pembelajaran Lompat Jauh
Abstract
This research is entitled "playing approach to long jump learning alternative solutions" the purpose of this study is to apply the playing method to long jump learning. The research form used in this study uses Classroom Action Research with two cycles consisting of planning, implementing, observing, reflecting , and conclusion. The subjects in this study were students of Kuburaya 3 Public Junior High School, totaling 36 students, namely 20 girls and 16 boys. The results of increasing long jump learning were obtained by comparing the observed values with the initial test before the action, which is known as the "pre-cycle". Based on the results of observations that have been carried out, there is an increase in student scores in each cycle in the pre-cycle completeness students only reach 8 students or 24% then a slight increase in the first cycle, namely to 15 students who complete or 44% then see the results of cycle 1 it is still not reached the specified target so that the researcher continued to cycle 2 while in this second cycle there was a significant increase, namely the number of students who completed reached 27 students or 87.5%. Looking at these data the target of 75% classical completeness has been achieved so that it can be concluded that through the playing method it can improve long jump learning outcomes in class VIII students of Middle School 3 Kuburaya.
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