IMPLEMENTASI AKTIVITAS PEMBELAJARAN PERMAINAN TRADISIONAL DALAM UPAYA MENINGKATKAN WAKTU AKTIF BELAJAR SISWA

Fajar, Ahmad (2013) IMPLEMENTASI AKTIVITAS PEMBELAJARAN PERMAINAN TRADISIONAL DALAM UPAYA MENINGKATKAN WAKTU AKTIF BELAJAR SISWA. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penelitian ini bertujuan untuk meningkatkan waktu aktif belajar siswa melalui pembelajaran permainan tradisional. Penelitian ini dilaksanakan di Sekolah Dasar Negeri Cisitu 2 Kota Bandung Jawa Barat selama 1 bulan. Upaya pemecahan masalah dalam penelitian ini dilakukan dengan menggunakan instrumen Group Time Sampling dan metode penelitian tindakan kelas (PTK) yang disusun berdasarkan langkah-langkah sebagai berikut: (1) perencanaan tindakan (planning) yang meliputi kegiatan analisis faktor penyebab dan penetapan aksi (2) pelaksanaan tindakan (acting), (3) pengumpulan data (observing) dan (4) refleksi yang berupa analisis efektivitas tindakan. Serangkaian kegiatan ini merupakan satu siklus. Berdasarkan hasil penelitian didapat hasil jumlah waktu aktif belajar pada tindakan 1 sebesar 61,66%, tindakan 2 sebesar 48,95%, tindakan 3 sebesar 70,62% dan tindakan 4 sebesar 81,45%. Berdasarkan analisis data penelitian selama siklus I dan II dapat disimpulkan bahwa jumlah waktu aktif belajar siswa meningkat setelah siswa mengikuti pembelajaran penjas dengan implementasi aktivitas pembelajaran permainan tradisional. Kata kunci: Waktu Aktif Belajar, Permainan Tradisional. This research is aimed to improve student learning time through the learning of traditional games. This research was conducted in SDN Cisitu 2 Bandung, Jawa Barat for 1 month. This research uses Group Time Sampling as an instrument, and Class Action Research as a research method that is compiled according to this steps: (1) the action planning which includes the analysis of causative factor and the establishment of action, (2) the implementation of action (acting), (3) the data collection (observing) and (4) the findings which consists of the analysis of action effectivity. The steps are considered as one cycle. Based on the result, the amount of student learning time on action 1 is 61,66%, on action 2 is 48,95%, on action 3 is 70,62% and on action 4 is 81,45%. Based on the data analysis, during the cycle 1 and 2 the amount of student learning time is improving after attending the sport lesson with the implementation of traditional games. Keywords: Student Learning Time, Traditional Games.

Item Type: Thesis (S1)
Subjects: ?? PENJAs ??
Divisions: ?? PENJAs ??
Depositing User: Riki N Library ICT
Date Deposited: 27 Jan 2014 08:13
Last Modified: 27 Jan 2014 08:13
URI: http://repository.upi.edu/id/eprint/5849

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