PENINGKATKAN KEAKTIFAN ASPEK AFEKTIF SISWA DALAM PEMBELAJARAN GERAK DASAR LOMPAT TINGGI DENGAN METODE PERMAINAN SISWA KELAS IV SD NEGERI BANYURADEN GAMPING SLEMAN
Abstract
Abstract
The research problem was that there were some fourth grade students of SD Negeri Banyuraden, Gamping, Sleman
who found it hard to perform the high jump basic moves. The research objective was to improve the activeness of the
affective aspects from the fourth grade students of SD Negeri Banyuraden, Gamping, Sleman on the high jump basic
moves learning through the game method.This research was a classroom action research (CAR). The subjects were
the fourth grade students of SD Negeri Banyuraden, Gamping, Sleman with the total of 26 students. The assessment
instruments were such as the observation sheets assessment for the improvement of affective aspects activeness
of the students. The research method consisted of four main aspects, such as planning, action, observation, and
reflection. The data analysis was using descriptive qualitative and descriptive quantitative analysis. The indicator for
thesuccess was when the assessment results for the improvement of the affective aspects activeness of the students
in the high jump learningthrough the game method had been gaining a score at ≥ 51 in other words it means that an
improvementfor the activeness of the affective aspects of the students was in “good”.The results showed that it was
proved that the meeting in two cycles had been able to improve the activeness of the affective aspects of the students
in the high jump basic moves learning on the fourth grade students of SD Negeri Banyuraden, Gamping,Sleman.
Significant improvement occurred as it was compared to the initial data and the data of the first cycle. Improvement
for the activeness of the students’affective aspect in the high jump learning basic moves in the second cycle had the
appropriate indicators of success. The score at “72” showed that the improvement for the activeness of the affective
aspects of students was implemented really well.
Keywords:Activeness, Affective, High Jump, Elementary School Students, Games
Abstrak
Permasalahan penelitian adalah terdapat beberapa siswa kelas IV SD Negeri Banyuraden KecamatanGamping
Kabupaten Sleman yang sulit dalam melakukan gerak dasar lompat tinggi. Tujuan penelitian untuk meningkatkan
keaktifan aspek afektif siswa dalam pembelajaran gerak dasar lompat tinggi siswa kelas IV SD Negeri Banyuraden
Kecamatan Gamping Kabupaten Sleman dengan metode permainan. Penelitian ini merupakan penelitian tindakan
kelas (PTK). Subyek penelitian adalah Siswa Kelas IV Banyuraden Kecamatan Gamping Kabupaten Sleman yang
berjumlah keseluruhan 26 siswa. Instrumen penilaian berupa lembar observasi penilaian peningkatan keaktifan
aspek afektif siswa. Metode penelitian tindakan kelas terdiri dari 4 aspek pokok, yaitu perencanaan, tindakan, tahap
pengamatan/observasi, dan refleksi.Analisis data secara deskriptif kualitatif dan kuantitatif. Indikator pencapaian
keberhasilan adalah apabila hasil penilaian peningkatan keaktifan aspek afektif siswa dalam pembelajaran lompat
tinggi dengan metode permainan telah mendapatkan skor ≥ 51 dengan arti lain peningkatan keaktifan aspek afektif
siswa berlangsung dengan “baik”. Hasil penelitian menunjukkan terbukti bahwa kenyataannya dalam pertemuan di dua
siklus sudah dapat meningkatkan keaktifan aspek afektif siswa dalam pembelajaran gerak dasar lompat tinggi siswa
kelas IV SD Negeri Banyuraden Kecamatan Gamping Kabupaten. Peningkatan yang terjadi signifikan di bandingkan
data awal dan data siklus satu. Peningkatan keaktifan siswa dalam pembelajaran gerak dasar lompat tinggi dalam
ranah aspek afektif di siklus dua telah sesuai indikator keberhasilan. Skor “72” menunjukkan Peningkatan keaktifan
aspek afektif siswa berlangsung dengan baik.
Kata kunci : Keaktifan, Afektif, Lompat Tinggi, Siswa SD, Permainan
The research problem was that there were some fourth grade students of SD Negeri Banyuraden, Gamping, Sleman
who found it hard to perform the high jump basic moves. The research objective was to improve the activeness of the
affective aspects from the fourth grade students of SD Negeri Banyuraden, Gamping, Sleman on the high jump basic
moves learning through the game method.This research was a classroom action research (CAR). The subjects were
the fourth grade students of SD Negeri Banyuraden, Gamping, Sleman with the total of 26 students. The assessment
instruments were such as the observation sheets assessment for the improvement of affective aspects activeness
of the students. The research method consisted of four main aspects, such as planning, action, observation, and
reflection. The data analysis was using descriptive qualitative and descriptive quantitative analysis. The indicator for
thesuccess was when the assessment results for the improvement of the affective aspects activeness of the students
in the high jump learningthrough the game method had been gaining a score at ≥ 51 in other words it means that an
improvementfor the activeness of the affective aspects of the students was in “good”.The results showed that it was
proved that the meeting in two cycles had been able to improve the activeness of the affective aspects of the students
in the high jump basic moves learning on the fourth grade students of SD Negeri Banyuraden, Gamping,Sleman.
Significant improvement occurred as it was compared to the initial data and the data of the first cycle. Improvement
for the activeness of the students’affective aspect in the high jump learning basic moves in the second cycle had the
appropriate indicators of success. The score at “72” showed that the improvement for the activeness of the affective
aspects of students was implemented really well.
Keywords:Activeness, Affective, High Jump, Elementary School Students, Games
Abstrak
Permasalahan penelitian adalah terdapat beberapa siswa kelas IV SD Negeri Banyuraden KecamatanGamping
Kabupaten Sleman yang sulit dalam melakukan gerak dasar lompat tinggi. Tujuan penelitian untuk meningkatkan
keaktifan aspek afektif siswa dalam pembelajaran gerak dasar lompat tinggi siswa kelas IV SD Negeri Banyuraden
Kecamatan Gamping Kabupaten Sleman dengan metode permainan. Penelitian ini merupakan penelitian tindakan
kelas (PTK). Subyek penelitian adalah Siswa Kelas IV Banyuraden Kecamatan Gamping Kabupaten Sleman yang
berjumlah keseluruhan 26 siswa. Instrumen penilaian berupa lembar observasi penilaian peningkatan keaktifan
aspek afektif siswa. Metode penelitian tindakan kelas terdiri dari 4 aspek pokok, yaitu perencanaan, tindakan, tahap
pengamatan/observasi, dan refleksi.Analisis data secara deskriptif kualitatif dan kuantitatif. Indikator pencapaian
keberhasilan adalah apabila hasil penilaian peningkatan keaktifan aspek afektif siswa dalam pembelajaran lompat
tinggi dengan metode permainan telah mendapatkan skor ≥ 51 dengan arti lain peningkatan keaktifan aspek afektif
siswa berlangsung dengan “baik”. Hasil penelitian menunjukkan terbukti bahwa kenyataannya dalam pertemuan di dua
siklus sudah dapat meningkatkan keaktifan aspek afektif siswa dalam pembelajaran gerak dasar lompat tinggi siswa
kelas IV SD Negeri Banyuraden Kecamatan Gamping Kabupaten. Peningkatan yang terjadi signifikan di bandingkan
data awal dan data siklus satu. Peningkatan keaktifan siswa dalam pembelajaran gerak dasar lompat tinggi dalam
ranah aspek afektif di siklus dua telah sesuai indikator keberhasilan. Skor “72” menunjukkan Peningkatan keaktifan
aspek afektif siswa berlangsung dengan baik.
Kata kunci : Keaktifan, Afektif, Lompat Tinggi, Siswa SD, Permainan
Full Text:
PDFDOI: https://doi.org/10.21831/jpji.v11i2.8187
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