Sprint Siaga: A Game Innovation to Improve Learning Motivation in Physical Education on 100-Meter Sprint for Seventh-Grade Students
DOI:
https://doi.org/10.31851/afxnyb86Abstract
The purpose of this study is to determine the increase of students' learning motivation in PJOK learning through the Sprint Siaga game. The method used in this study is the class action research method (PTK). The stages of this research are divided into two cycles, from the data obtained in cycle 1, namely the average learning motivation of students is 43.9%, and the data obtained in cycle 2 is 74.72%, with this there is an average increase of 39.37. Thus, there is a considerable increase in students' motivation to learn. The acquisition of this data is also proof of the success of providing green and black games to increase students' learning motivation in PJOK learning.
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