Modifikasi Permainan Boi-Boian Sebagai Upaya Meningkatkan Motivasi Belajar

This research was motivated by the feeling of boredom and lack of enthusiasm among several class VI students at SDN Jeruk I/469 Surabaya in participating in Physical Education, Sports and Health (PJOK) lessons. This research aims to obtain information and determine the impact of providing modifications to the boi-boian game on student learning motivation in PJOK learning. This research method uses classroom action research, with implementation over 2 cycles. Data collection uses observation sheets, questionnaires and documentation with quantitative descriptive analysis techniques. The research subjects were 25 students who were class VI B students. The research results in cycle I had an average of 89.61. Then, in cycle II the average was 93.87. The results of this data acquisition increased by 4%, it can be concluded that there was an increase in student learning motivation in PJOK learning by implementing modifications to the boi-boian game.

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Publication Details

Journal
Jurnal Keolahragaan JUARA
Published
2024-12-03
DOI
https://doi.org/10.37304/juara.v4i2.15249
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

Modifikasi Permainan Boi-Boian Sebagai Upaya Meningkatkan Motivasi Belajar

Lestari Suryaningsih, Mochamad Ridwan, Donny Firman Syah
Jurnal Keolahragaan JUARA
Educational Methods and Media Use
article

Modifikasi Permainan Boi-Boian Sebagai Upaya Meningkatkan Motivasi Belajar

Lestari Suryaningsih, Mochamad Ridwan, Donny Firman Syah
article en

Abstract

This research was motivated by the feeling of boredom and lack of enthusiasm among several class VI students at SDN Jeruk I/469 Surabaya in participating in Physical Education, Sports and Health (PJOK) lessons. This research aims to obtain information and determine the impact of providing modifications to the boi-boian game on student learning motivation in PJOK learning. This research method uses classroom action research, with implementation over 2 cycles. Data collection uses observation sheets, questionnaires and documentation with quantitative descriptive analysis techniques. The research subjects were 25 students who were class VI B students. The research results in cycle I had an average of 89.61. Then, in cycle II the average was 93.87. The results of this data acquisition increased by 4%, it can be concluded that there was an increase in student learning motivation in PJOK learning by implementing modifications to the boi-boian game.

Jurnal Keolahragaan JUARAVol. 4(2)
University of Surabaya (ID), Universitas Negeri Surabaya (ID)
Openalex Percentile: Top 52%
Educational Methods and Media Use
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