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

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
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Peningkatkan kemampuan lompat jauh melalui permainan lingkaran pada siswa kelas V

Achmad Afandi, Winarno Winarno, Tatang Condro Saputro
JURNAL ANGGARA Jurnal Pendidikan Olahraga Kesehatan Rekreasi dan Terapannya
Sports and Physical Education Research
article

Peningkatkan kemampuan lompat jauh melalui permainan lingkaran pada siswa kelas V

Achmad Afandi, Winarno Winarno, Tatang Condro Saputro
article en

Abstract

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.

JURNAL ANGGARA Jurnal Pendidikan Olahraga Kesehatan Rekreasi dan TerapannyaVol. 1(2)
Openalex Percentile: Top 59%
Sports and Physical Education Research
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.