拼图式合作学习模式在提高击球正手击球学习效果中的应用

Toni Kogoya, C. Mutohir, M. Pramono, Rifqi Festiawan
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引用次数: 2

摘要

目的:探讨运用拼图合作学习模式对泗水维扬中学四、五班学生网球击球正手游戏的学习效果。方法:研究人员进行的研究是在课堂范围内使用行动研究方法进行的实验研究,即课堂行动研究(CAR)。本研究的对象为泗水市威永中学四班的学生。这是因为所有出现的问题都在这门课上。学生总人数34人,具有性别特征,男性18人,女性16人。结果:研究结果如下:在第一个周期中,17名学生成功超越KKM, 50%的学生表示学习模式的应用结果尚未完成。在第二周期,有32名学生成功超越KKM,占94.12%。因为百分比是85%,这可以说是完整的。初始研究结果平均为23.53%,最终研究结果平均为94.12%。学生在接受拼图式合作模型前后的滚地球正手网球游戏测试成绩的提高为62.57%。
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APPLICATION OF COOPERATIVE LEARNING MODELS JIGSAW TYPE FOR IMPROVING LEARNING OUTCOMES GROUNDSTROKE FOREHAND TONNIS
Objective: The purpose of this study was to look at the learning outcomes of the tonnis stroke forehand game with the application of a jigsaw cooperative learning model to class IV E students of SDN Wiyung Surabaya. Method: Research conducted by researchers is an experimental research using an action research approach within the scope of the class that is classroom action research (CAR). The subjects of this study were students of class IV E SDN Wiyung Surabaya. This is because all the problems that arise are in this class. The total number of students is 34 people with gender characteristics, 18 men and 16 women. Results: The results of the study are as follows: In cycle 1, 17 students successfully surpassed KKM or 50% said the results of the application of the learning model were not yet complete. In cycle 2, 32 students succeeded in exceeding KKM or 94.12%. Because the percentage is 85%, this can be said to be complete. For the average initial study the results were 23.53% and the final study results were 94.12%. Then the increase in the results of the students’ groundstroke forehand tonnis game test before and after receiving the jigsaw type cooperative model is equal to 62.57%.
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