Peningkatkan kemampuan lompat jauh melalui permainan lingkaran pada siswa kelas V
To demonstrate learning outcomes, the quality of learning must also be improved. Learning methods that can increase the role of students in learning are needed so that students can understand the material directly. Current learning is centered on students rather than teachers. This research aims to improve the long jump ability of Class V students at SDN Sumberbendo 03, Saradan District, Madiun Regency, 2017/2018 Academic Year. through a circle game. This research uses classroom action research methods. PTK is used in this research plan and is carried out in several cycles. Each cycle consists of four stages: 1) Preliminary preparation/preparation; 2) Action/action; 3) Observation / observation; and 4) Reflection / reflection. The results of this research show that in cycle I, or post-test I, the score of students who took the long jump test was 17 (61%) and those who did not pass were 17 (61%). Meanwhile, 2 (7%) students received good grades, 24 (86%) received fairly good grades, and 2 (7%) received poor grades. The data above shows that the circle game can improve students' long jump abilities.
Authors
- Achmad Afandi (ORCID: https://orcid.org/0000-0001-7009-1364)
- Winarno Winarno (ORCID: https://orcid.org/0000-0002-4796-4304)
- Tatang Condro Saputro
Publication Details
- Journal
- JURNAL ANGGARA Jurnal Pendidikan Olahraga Kesehatan Rekreasi dan Terapannya
- Published
- 2025-09-28
- DOI
- https://doi.org/10.63987/anggara.v1i2.55
- Primary Topic
- Sports and Physical Education Research
- Type
- article
- Field-Weighted Citation Impact
- 0.00