Pengaruh Permainan Sirkuit Terhadap Hasil Belajar Gerak Dasar Lompat di Sekolah Dasar.
The Effect of Circuit Games on Basic Jumping Motion Learning Outcomes in Elementary School
Tujuan dilaksanakannya penelitian ini adalah 1.) Mengetahui pengaruh hasil belajar gerak dasar lompat melalui permainan sirkuit pada siswa kelas 5 SD Islam Mufidah Surabaya. 2.) Mengetahui besarnya pengaruh peningkatan hasil belajar gerak dasar lompat melalui permainan sirkuit pada siswa kelas 5 SD Islam Mufidah.
Pada penelitian ini berjenis quasi-experiment atau eksperimen semu dengan desain penelitian yaitu one group pre-test post-test. Penelitian ini berjenis penelitian populasi yaitu dengan sampel berjumlah 32 orang siswa kelas 5 SD Islam Mufidah Surabaya. Teknik pengumpulan data yang digunakan pada penelitian ini berupa tes pengetahuan dan keterampilan dengan pemberian treatment berupa permainan sirkuit. Teknik analisis data yang digunakan untuk mengetahui hasil dari pre-test dan post-test yaitu statistik deskriptif meliputi mean, standar deviasi, varian. Sedangkan pada statistik inferensial yaitu berupa uji normalitas, uji t-test sejenis, dan persentase peningkatan.
Setelah dilaksanakannya penelitian maka diperoleh hasil bahwa ada pengaruh hasil belajar gerak dasar lompat melalui permainan sirkuit pada siswa kelas 5 SD Islam Mufidah Surabaya dibuktikan dari nilai signifikansi t hitung 5,890> t tabel 1,695 pada pengetahuan dan nilai t hitung 11,783>t tabel 1,695 pada hasil tes keterampilan. Besarnya pengaruh peningkatan hasil belajar gerak dasar lompat melalui permainan sirkuit yaitu sebesar 26% pada hasil tes psikomotor siswa saat pembelajaran PJOK di kelas 5 SD Islam Mufidah Surabaya
The objectives of this research are 1.) Knowing the effect of learning the basic movements of jumping through circuit games on grade 5 students of SD Islam Mufidah Surabaya. 2.) Knowing the magnitude of the effect of improving the learning outcomes of basic jumping movements through circuit games in grade 5 students of SD Islam Mufidah.
In this study, it was a quasi-experiment or pseudo-experiment with a research design, namely one group pre-test post-test. This study is a type of population research, namely with a sample of 32 grade 5 students of SD Islam Mufidah Surabaya. The data collection technique used in this study was in the form of knowledge and skill tests with treatment in the form of circuit games. Data analysis techniques used to determine the results of the pre-test and post-test, namely descriptive statistics include mean, standard deviation, variance. While in inferential statistics, namely in the form of normality tests, similar t-tests, and percentage increases.
After the implementation of the research, it was obtained that there was an influence on the results of learning basic jumping movements through circuit games in grade 5 students of SD Islam Mufidah Surabaya as evidenced by the significance value of t count 5,890> t table 1,695 on knowledge and t value count 11,783>t table 1,695 on skill test results. The magnitude of the effect of increasing the learning outcomes of basic jumping movements through circuit games was 26% on the results of students' psychomotor tests during PJOK learning in grade 5 SD Islam Mufidah Surabaya