Abstract

The goal of this study was to evaluate how well junior high school students learned the long jump through a game-based learning methodology. The goal is to make games more enjoyable so that students would be inspired to participate in learning about long jumps. Eighty students participated in this study at SMP Negeri 2 Kota Solok in West Sumatra. 40 individuals made up the experimental group and 40 individuals made up the control group. Research and development (R n D) is the research methodology employed. Indicators of the position of the feet, knees, body, hips, hands, and perspectives were examined as they relate to the long jump's fundamental movement. The value utilized for data processing is the three assessment teams' average rating, with 3 repetitions of the test. The statistical analysis applied in this study was carried out using an effectiveness test through the N-gain percent test with the help of the IBM SPSS Statistics Version 29.0.0.0 (241) 2023 program. The results showed that there was an effectiveness of the game-based long jump learning model for students at SMP Negeri 2 Kota Solok which is marked by the calculation results of the average N-Gain percent value of the experimental group is 79.82 with the effective category. Furthermore, the average value of N-Gain percent for the control group is 42.53 in the less effective category. Thus it can be concluded that there is a significant difference between the experimental group and the control group. The conclusion of the game-based long jump learning model can effectively improve the long jump basic motion in junior high school students. This can be seen from the learning model provided, which is game-based as a variation of learning movements. In addition, the variations in the games used in learning are appropriate and match the indicators of long jump basic motion assessment.

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