Perpustakaan Sekolah Pascasarjana UNJ
Universitas Negeri Jakarta

Motor Skill Model Game-Based Learning for Long Jump in Children Aged 12-14 Years/ You Chong

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This study aims to create and test the effectiveness of a game-based long jump learning model
for children aged 12-14 years game-based long jump learning model for children aged 12-14
years. The method used in This research is a Research and Development (R&D) method from
Borg and Gall with a pre-test post-test control group design. research design, namely pre-test
post-test control group design. The subjects in this study were junior middle Hunan City
China aged 12-14 years involving 7 schools, namely: 2 schools for small group trials, 4
schools for large group trials and 2 schools for effectiveness testing. effectiveness test. The
number of subjects during the small group trial was 24 people and during the large group trial
was 100 people. large group trial was 100 people, while the number of subjects for the
effectiveness test was 80 people. as many as 80 people. The instruments used in this research
are through interviews and questionnaires as well as long jump assessment tests through
questionnaires and long jump assessment tests through the assessment of 3 judges on 30
descriptions of the indicators of the prefix phase, pedestal phase, hovering phase and landing
phase. Data analysed using the statistical method of mean difference test (t-test) to determine
whether or not there is a significant effect of the use of the model, then the amount of
improvement in the long jump. significant effect of using the model, then the amount of
improvement is calculated from the pre and posttest using the Gain/N-Gain score normality
test with the help of the IBM SPSS programme. Statistics Version 29.0.0.0 (241) 2023. The
results of data analysis show that: 1) 39 variations of the model variations of game-based long
jump learning in children aged 12-14 years can be applied in the long jump learning process;
2). long jump learning process; 2) The results of the mean difference test (t-test) show that the
experimental and control groups both provide an influence in improving the long jump
learning process. learning process. Based on the results of the N-Gain Score test calculation,
it shows that the mean N-Gain score for the experimental group is 0.76 including in the
classification of classification of high category improvement and the N-Gain value in per cent
form is 75.69 with an effective interpretation. effective interpretation. Furthermore, the mean
N-Gain score for the control group was 0.36 including in the classification of moderate
category improvement and the N-Gain value in the form of per cent is 35.67 with an
ineffective interpretation category. with an ineffective interpretation category. Thus, it can be
stated that the product model learning model products based on games are effectively applied
to children aged 12-14 years.
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2025000190youPENJAS/sin YOU 2025Perpustakaan Pascasarjana UNJAvailable
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Call Number

PENJAS/sin YOU 2025

Publisher

Prodi Doktor Pendidikan Jasmani Pascasarjana UNJ : Sekolah Pascasarjana UNJ.,

Collation

43 hlm. :ilus ;21 cm

Language

English

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Classification

PENJAS/sin

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Edition

Cet.1

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