{"title":"Application of Traditional Rubber Rope Game To Improve High Jump Athletic Skills","authors":"Ilga Lusiana, Erfitra Rezqi Prasmala","doi":"10.33503/prosiding_penjas_pjkribu.v1i1.2316","DOIUrl":null,"url":null,"abstract":"Traditional game rubber rope or jumping rope is a game that resembles a rope composed of rubber bands that can be used as a means of playing as well as sports. The rope used is made of interwoven rubber bands that are widely available around us. How to play can be done individually or in groups.This research was conducted because the learning of jumping was not attractive to the fifth grade students of SD Negeri 1 Jatisari, Pakisaji District, Malang Regency. The value of the learning outcomes obtained by students is 50% below the specified KKM. This study aims to determine the improvement of jumping learning with rubber band rope aids in fifth grade students of SD Negeri 1 Jatisari, Pakisaji District, Malang Regency.This research is a classroom action research, with a research model from Suharsimi Arikunto, consisting of planning, action, observation and reflection. The subjects in this study were the fifth grade students of SD Negeri 1 Jatisri, Pakisaji District, Malang Regency, totaling 22 people. Data collection techniques using observations (observation data) and student test results (performance tests). Based on the results of the study, it can be concluded that the increase in jumping results through the rope game for fifth grade students of SD Negeri 1 Jatisari, Pakisaji District is marked by an increase in grades in each class. Learning to jump using a rubber rope game approach has a positive impact on improving student learning outcomes. This can be seen from the increasing understanding of students' understanding of the material presented by researchers in cycles I and II. In the first cycle, the completeness of learning outcomes reached 72.72%, while in the second cycle, the completeness of learning outcomes reached 81.81%. This shows an increase in student athletic learning outcomes by 9.09%. The process of learning to jump using a rubber rope game is dynamic and fun. Students actively carry out tasks and observe high jump and long jump movements and techniques. The jumping ability of students increases marked by the score of many students who complete the KKM (Minimum Completeness Criteria) which is 70.","PeriodicalId":330318,"journal":{"name":"PROSIDING SEMINAR NASIONAL PENDIDIKAN JASMANI DAN KEOLAHRAGAAN","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"PROSIDING SEMINAR NASIONAL PENDIDIKAN JASMANI DAN KEOLAHRAGAAN","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33503/prosiding_penjas_pjkribu.v1i1.2316","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Traditional game rubber rope or jumping rope is a game that resembles a rope composed of rubber bands that can be used as a means of playing as well as sports. The rope used is made of interwoven rubber bands that are widely available around us. How to play can be done individually or in groups.This research was conducted because the learning of jumping was not attractive to the fifth grade students of SD Negeri 1 Jatisari, Pakisaji District, Malang Regency. The value of the learning outcomes obtained by students is 50% below the specified KKM. This study aims to determine the improvement of jumping learning with rubber band rope aids in fifth grade students of SD Negeri 1 Jatisari, Pakisaji District, Malang Regency.This research is a classroom action research, with a research model from Suharsimi Arikunto, consisting of planning, action, observation and reflection. The subjects in this study were the fifth grade students of SD Negeri 1 Jatisri, Pakisaji District, Malang Regency, totaling 22 people. Data collection techniques using observations (observation data) and student test results (performance tests). Based on the results of the study, it can be concluded that the increase in jumping results through the rope game for fifth grade students of SD Negeri 1 Jatisari, Pakisaji District is marked by an increase in grades in each class. Learning to jump using a rubber rope game approach has a positive impact on improving student learning outcomes. This can be seen from the increasing understanding of students' understanding of the material presented by researchers in cycles I and II. In the first cycle, the completeness of learning outcomes reached 72.72%, while in the second cycle, the completeness of learning outcomes reached 81.81%. This shows an increase in student athletic learning outcomes by 9.09%. The process of learning to jump using a rubber rope game is dynamic and fun. Students actively carry out tasks and observe high jump and long jump movements and techniques. The jumping ability of students increases marked by the score of many students who complete the KKM (Minimum Completeness Criteria) which is 70.
传统的游戏橡皮绳或跳绳是一种类似于由橡皮筋组成的绳子的游戏,可以作为一种玩耍和运动的手段。所使用的绳索是由我们周围随处可见的交织橡皮筋制成的。如何玩可以单独或小组完成。由于玛琅县Pakisaji区SD Negeri 1 Jatisari的五年级学生对跳跃的学习没有吸引力,所以进行了这项研究。学生获得的学习成果值比指定的KKM低50%。本研究旨在了解马琅县Pakisaji区SD Negeri 1 Jatisari小学五年级学生使用橡皮筋绳辅助跳高学习的改善情况。本研究是课堂行动研究,采用Suharsimi Arikunto的研究模式,包括计划、行动、观察和反思。本研究以玛琅县Pakisaji区SD Negeri 1 Jatisri小学五年级学生为研究对象,共22人。使用观察(观察数据)和学生测试结果(性能测试)的数据收集技术。根据研究结果,我们可以得出结论,对于Pakisaji District SD Negeri 1 Jatisari的五年级学生来说,通过绳索游戏的跳绳成绩的提高是以每个班级的成绩提高为标志的。使用橡皮绳游戏的方法学习跳跃对提高学生的学习效果有积极的影响。这可以从学生对研究人员在周期I和II中所呈现的材料的理解程度的提高中看出。在第一个周期中,学习成果的完整性达到72.72%,在第二个周期中,学习成果的完整性达到81.81%。这表明学生的运动学习成果增加了9.09%。使用橡皮绳游戏学习跳跃的过程是动态和有趣的。学生积极完成任务,观察跳高、跳远动作和技术。学生的跳跃能力得到了提高,因为许多学生完成了KKM(最低完整性标准)的分数为70分。