Abstract

Traditional game rubber rope or jumping rope is a game that resembles a rope composed of rubber bands that can be used as a means of playing as well as sports. The rope used is made of interwoven rubber bands that are widely available around us. How to play can be done individually or in groups.This research was conducted because the learning of jumping was not attractive to the fifth grade students of SD Negeri 1 Jatisari, Pakisaji District, Malang Regency. The value of the learning outcomes obtained by students is 50% below the specified KKM. This study aims to determine the improvement of jumping learning with rubber band rope aids in fifth grade students of SD Negeri 1 Jatisari, Pakisaji District, Malang Regency.This research is a classroom action research, with a research model from Suharsimi Arikunto, consisting of planning, action, observation and reflection. The subjects in this study were the fifth grade students of SD Negeri 1 Jatisri, Pakisaji District, Malang Regency, totaling 22 people. Data collection techniques using observations (observation data) and student test results (performance tests). Based on the results of the study, it can be concluded that the increase in jumping results through the rope game for fifth grade students of SD Negeri 1 Jatisari, Pakisaji District is marked by an increase in grades in each class. Learning to jump using a rubber rope game approach has a positive impact on improving student learning outcomes. This can be seen from the increasing understanding of students' understanding of the material presented by researchers in cycles I and II. In the first cycle, the completeness of learning outcomes reached 72.72%, while in the second cycle, the completeness of learning outcomes reached 81.81%. This shows an increase in student athletic learning outcomes by 9.09%. The process of learning to jump using a rubber rope game is dynamic and fun. Students actively carry out tasks and observe high jump and long jump movements and techniques. The jumping ability of students increases marked by the score of many students who complete the KKM (Minimum Completeness Criteria) which is 70.

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