Implementasi Permainan Hijau-Hitam untuk Meningkatkan Minat Belajar Lari 100 Meter Siswa Kelas VII SMPN 11 Surabaya

This study focuses on the low learning interest among seventh grade students at SMP Negeri 11 Surabaya. This study aims to collect information and investigate how the black-green game learning model improves students' learning interest. The design, implementation, observation, and reflection stages of the action research project were followed in this study. Thirty students from seventh grade of SMP Negeri 11 Surabaya participated in this study, which included pre-cycle, cycle 1, and cycle 2. Observation sheets, interviews, and documentation were used to collect data, which were then examined subjectively and using percentages. The results of this study indicate an increase in student learning outcomes based on data collected after cycles I and II, when game-based learning techniques were used.

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Publication Details

Journal
Journal of Creative Student Research
Published
2024-09-04
DOI
https://doi.org/10.55606/jcsr-politama.v2i5.4264
Primary Topic
Educational Methods and Media Use
Type
article
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article

Implementasi Permainan Hijau-Hitam untuk Meningkatkan Minat Belajar Lari 100 Meter Siswa Kelas VII SMPN 11 Surabaya

Mochammad Hendra Saputra, Bambang Ferianto Tjahyo Kuntjoro, Ciciek Ismayadewi
Journal of Creative Student Research
Educational Methods and Media Use
article

Implementasi Permainan Hijau-Hitam untuk Meningkatkan Minat Belajar Lari 100 Meter Siswa Kelas VII SMPN 11 Surabaya

Mochammad Hendra Saputra, Bambang Ferianto Tjahyo Kuntjoro, Ciciek Ismayadewi
article en

Abstract

This study focuses on the low learning interest among seventh grade students at SMP Negeri 11 Surabaya. This study aims to collect information and investigate how the black-green game learning model improves students' learning interest. The design, implementation, observation, and reflection stages of the action research project were followed in this study. Thirty students from seventh grade of SMP Negeri 11 Surabaya participated in this study, which included pre-cycle, cycle 1, and cycle 2. Observation sheets, interviews, and documentation were used to collect data, which were then examined subjectively and using percentages. The results of this study indicate an increase in student learning outcomes based on data collected after cycles I and II, when game-based learning techniques were used.

Journal of Creative Student ResearchVol. 2(5)
Universitas Negeri Surabaya (ID)
Openalex Percentile: Top 76%
Educational Methods and Media Use
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