PENERAPAN TEACHING GAMES FOR UNDERSTANDING UNTUK MENINGKATKAN HASIL BELAJAR TENDANGAN SABIT PENCAK SILAT PADA SISWA KELAS V SDN 13 AMPENAN
Abstract
This classroom action research aimed to improve fifth-grade students' learning outcomes in the crescent kick technique of pencak silat through the Teaching Games for Understanding (TGfU) model at SDN 13 Ampenan. The research gap lies in the limited classroom-based evidence on the application of TGfU to martial arts learning, particularly the crescent kick technique in elementary school physical education. The study was conducted in two cycles consisting of planning, action, observation, and reflection. The subjects were 26 fifth-grade students in the 2025/2026 academic year. Data were collected using a psychomotor performance rubric, a cognitive test, and an affective observation sheet. The success indicator was set at a minimum mastery criterion of 75 and at least 85% classical mastery. The results showed continuous improvement from the pre-cycle to Cycle II. In the pre-cycle, 7 students (26.9%) achieved mastery with a class mean of 72.80. In Cycle I, the mean increased to 78.46 with 18 students (69.2%) achieving mastery. In Cycle II, the mean increased to 83.55 and classical mastery reached 92.3% (24 students). The normalized gain based on the class mean was 0.40, indicating a moderate improvement. These findings indicate that TGfU can improve cognitive, affective, and psychomotor learning outcomes by situating technical execution within modified game contexts, tactical questioning, decision-making, and active participation. Practically, TGfU is recommended as an active and contextual strategy for teaching pencak silat in elementary physical education, although the findings remain limited to one classroom action research setting without a comparison group.
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