In this classroom action research, there are
findings during the researcher, starting from the pre
cycle of class V students with homogeneous
characteristic, that is, all the students of grade V do
not know at all about table tennis, moreover the ones
such as forehand drive and backhand drive , but in
terms of the concept of motion a little know, so in
practice the students a little master of the skill, the
students of grade V only know that the punch that is
in the table tennis was only backhand and forehand.
Furthermore, in cycle 1 of action 1 students
begin to recognize forehand drive skills, and
backhand drives, the results have not been
successful, but there are improvements from the
previous one, seeing the movement of skills taught,
all students are still rigid in movement, as well as
lack of knowledge about these skills, cycle 1 action
2 the result of skill is increased, from rigid in
movement to stretchy and flexible in skill
movement, it's just that all students have not reached
the final score. In the 2nd cycle of 1st and 2nd action
all the students understand more about table tennis,
so the skill taught is enough and all the students
have reached the complete score that is more than
75.
According to Parker (in Huda 2013) defines
"small group co-operative as an atmosphere of
learning where students interact in small groups to
work on academic tasks to achieve common goals".
The main objective of cooperative learning is to give
students the knowledge, concepts, abilities and
understanding they need in order to become a happy
and beneficial member of society. While an
educational institution is competing to spur the
achievement of its students, and in the midst of
common issue of pluralism as it is today,
cooperative learning becomes very important.
Through various forms of communication, the
community groups do many activities or social
behaviour to achieve common goals. Relationship
interaction will run and get maximum results if an
organization or school that using tools. That tool is
called the media. Dotted from the tool (media) it can
be understood that, the media in relation to
communication interaction within a school or an
organization is very decisive. Media comes from the
Latin language and is the plural form of the word
medium which literally means intermediary or
introduction. So it can be understood that the media
is the intermediary or the sender's courier to the
recipient of the message.
In the world of education, we know that the term
of model or modelling, of which there are more
people prefer to use the term model and there are
others who use modelling communication. But
nowadays it has started to popularize the new term
"education media".
According to Rothschild (2004) Audio-visual
media is a media that has better capabilities, because
it covers both types of auditing (visual) and visual
(viewing) media. Audio Visual Media is an audio
visual tool which means materials or tools used in
learning situations to help writing and spoken words
to transmit knowledge, attitudes, and ideas.
Audio-visual media is the most complete media
because it has sound and image elements. Audio
visual media is a set of tools in delivering messages
that have the character of audio (sound) and visual
(picture) in conveying the contents of the message.
Playing is an activity that can be done by
everyone, from children to adults (Hard et al., 2012).
In childhood, playing is an inseparable part of life
and tends to be an essential basic need. Even
educational experts say that children are
synonymous with playing, because most of their
lives cannot be separated from playing.
According to Sukintaka (1992) and Coe et al.
(2006) the game is "a form of activity in physical
education. Children play or are given a game in the
framework of physical education lessons, then the
child will do the game with pleasure " because in
general, children feel happier to do the game, rather
than doing other sports. Because of that pleasure
then the child will reveal the original personality
when they play, whether it is the original character,
and habits that have shaped his personality.
If every learning objective of motion must end
with the appearance of a result, then nothing else
results it is motion skills. A person's skill in
completing the task of motion will be worth the
value of how far the person is able to complete the
task of motion given with a certain level of success,
the better the success rate in performing the task of
motion the better the person's skill is.
4 CONCLUSIONS
By using modification process and learning tool
there are improvements for table tennis learning
especially for forehand drive service skill, and
backhand drive, 1 result 1 cycle test result for drive
forehand skill gets result 55,80% while for backhand
drive skill test get result 48,07 %. Next result cycle 1
action 2 there is forehand drive 66,63% while for
backhand drive skill 57,50%. Next cycle 2 action 1
there is a forehand drive test 73,10% while for
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