CD Skripsi
Model Permainan Bulu Tangkis Berbasis Fun Games Untuk Meningkatkan Minat Belajar Peserta Didik Di SDN 004 Muaro Sentajo
The problem in this research is that in delivering PJOK learning, students often feel bored quickly because the teacher's approach still tends to be a technical approach, and the teacher's lack of enthusiasm in carrying out PJOK learning activities. Therefore, the author feels it is necessary to develop a badminton game using a fun mini minton game model. which can help make the PJOK learning process more interesting. This research aims to determine the increase in interest in learning PJOK after implementing the fun games model of learning in Class VI students at SD Negeri 004 Muaro Sentajo. This type of research is classroom action research (PTK) or action research (Action Research). The population is 33 class VI students at SD Negeri 004 Muaro Sentajo. The samples taken were all class VI students at SD Negeri 004 Muaro Sentajo. Data analysis techniques give students grades based on cognitive, affective and psychomotor abilities through observation sheets. Based on the results of the research that has been carried out, it shows that during the first cycle the category was good but had not yet achieved a classical completion score of 80%, it only achieved a percentage score of 30.30% with the number of students who completed it being 10 students with an average score achieved. students only got 79.27 in the enough category, because it was in the 70-79 range. Meanwhile, cycle II showed that students' interest in learning to play badminton based on fun games was better with classical completion at 90.91% and more than 80% had passed the KKM score (80) with the number of students completing it being 30 people. students with an average score achieved by students of 86.28 in the Good category because it is in the 80- 90 range.
Keywords: Fun game model of mini minton game, PJOK learning process
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