Increasing Learning Motivation through the Follow Rhythm Game in Rhythmic Gymnastics Learning

Penulis

  • Ramadhan Rizky W.P Universitas PGRI Adibuana Surabaya Penulis
  • Suharti Universitas PGRI Adibuana Surabaya Penulis
  • Muhammad Ahlul F. Universitas PGRI Adibuana Surabaya Penulis
  • Nurmansyah Ubaidillah Universitas PGRI Adibuana Surabaya Penulis
  • Rachmad Nasrullah Universitas PGRI Adibuana Surabaya Penulis
  • Muhammad Iqbal Universitas PGRI Adibuana Surabaya Penulis
  • Nadya Kisrina A Universitas PGRI Adibuana Surabaya Penulis

DOI:

https://doi.org/10.26858/cpjok.v18i2.921

Kata Kunci:

Learning Motivation; Follow Rhythm Game; Rhythmic Gymnastics; Physical Education; Classroom Action Research.

Abstrak

Learning motivation is one of the key factors influencing students’ participation and success in the learning process, particularly in Physical Education, Sports, and Health (PJOK). However, rhythmic gymnastics learning is often perceived as monotonous, resulting in low student enthusiasm, participation, and engagement. Therefore, innovative learning strategies are needed to create a more active and enjoyable learning environment. This study aimed to improve students’ learning motivation through the implementation of the Follow Rhythm game in rhythmic gymnastics learning for Class X-4 students at SMA Negeri 15 Surabaya. This research employed Classroom Action Research (CAR) using the Kemmis and McTaggart model, which consisted of four stages: planning, action, observation, and reflection. The study was conducted in two cycles involving 36 students from Class X-4 SMA Negeri 15 Surabaya. Data were collected through observation, questionnaires, and documentation. The learning motivation indicators observed included enthusiasm, activeness, focus, self-confidence, and learning spirit. Data were analyzed using descriptive quantitative analysis through percentage calculations. The findings revealed a continuous improvement in students’ learning motivation throughout the research cycles. During the preliminary observation, the average learning motivation score was 60.22%, categorized as fair. Following the implementation of the Follow Rhythm game in Cycle I, the average score increased to 69.44%, reaching the good category. In Cycle II, the average motivation score significantly improved to 93.33%, categorized as very good. The indicators of activeness, focus, and self-confidence achieved 100%, while enthusiasm and learning spirit also showed substantial improvement. In conclusion, the Follow Rhythm game effectively enhanced students’ learning motivation by creating an active, interactive, and enjoyable learning atmosphere. Therefore, it can be recommended as an innovative instructional strategy in PJOK learning, particularly in rhythmic gymnastics education.

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Diterbitkan

2026-05-31

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Articles

Cara Mengutip

Increasing Learning Motivation through the Follow Rhythm Game in Rhythmic Gymnastics Learning. (2026). COMPETITOR: Jurnal Pendidikan Kepelatihan Olahraga, 18(2), 4132-4146. https://doi.org/10.26858/cpjok.v18i2.921