Abstract

This research is based on physical education learning outcomes that are still low. The research aims to improve learning outcomes of badminton. The subjects of this study were students of class XI IPS SMAN 4 Bojonegoro. The number of samples in this study were 36 students. This study uses classroom action research with two cycles with a multimedia technology approach. Based on the results of the study before the action the average student score of 40 (not good); in the first cycle learning outcomes an average of 60 (enough); and in cycle II the average value is 80.45 (good) and classical completeness is 36 students or 100%. The use of multimedia technology has succeeded in increasing physical education learning outcomes. The latest multimedia facilities can answer problems that arise in learning. The effectiveness of multimedia learning can be seen from its tendency to attract the attention and interests of students because it combines views, sound and movement. So that learning takes place interesting and easy to remember by students.

Highlights

  • Education is ideally in accordance with the talents and abilities of students

  • The results of physical education improvement in the improvement of cycle I and II by using graphical media are shown in the following table: Tabel 2

  • The use of multimedia technology has succeeded in increasing physical education learning outcomes

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Summary

INTRODUCTION

Education is ideally in accordance with the talents and abilities of students. In order to achieve good education it is necessary to develop a school life environment as a learning environment that is safe, honest, full of creativity, and friendship, as well as with a high sense of nationality and strength (Omeri, 2015). Technology that includes physical education as a tool in the form of learning with information theory and psychomotor quality is considered to be motivational and it increases interaction between teachers and students. The principle in the implementation of multimedia learning will occur if we design a mental representation by uniting text and graphic elements in accordance with the form of learning (Kari Jabbour, 2012). Using methods such as multimodal interactive information delivery; personalized can be used and accessed anywhere and anytime (Malik & Agarwal, 2012). Of the problem is the lack of use of instructional media that is currently in accordance with the demands of the times

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