Model Pembelajaran Berbasis Permainan Tradisional untuk Peningkatan Keterampilan Lokomotor Siswa Sekolah Dasar: Studi Penelitian dan Pengembangan
DOI:
https://doi.org/10.36312/ej.v6i3.3435Keywords:
Permainan tradisional, Pendidikan jasmani, Pengembangan kecepatan, Sekolah dasar, Model ADDIE, Pedagogi budayaAbstract
Penelitian ini dilatarbelakangi oleh kesenjangan praktik pembelajaran pendidikan jasmani di sekolah dasar, khususnya pada pengembangan keterampilan kecepatan. Observasi di Kecamatan Narmada menunjukkan rendahnya motivasi siswa dan lemahnya keterampilan sprint akibat metode monoton yang kurang bervariasi. Penelitian ini bertujuan mengembangkan dan menguji model pembelajaran berbasis permainan tradisional untuk meningkatkan kecepatan siswa sekolah dasar. Pendekatan yang digunakan adalah penelitian dan pengembangan (R&D) dengan kerangka kerja ADDIE (Analisis, Desain, Pengembangan, Implementasi, Evaluasi). Subjek penelitian meliputi 20 siswa dan 1 guru pada uji coba skala kecil, serta 40 siswa dan 2 guru pada uji coba skala besar. Produk berupa modul pembelajaran terstruktur yang mengintegrasikan permainan tradisional lokal seperti bentengan, balap karung, kucing-kucingan, dan gobak sodor. Validasi ahli pada aspek materi, media, dan bahasa menghasilkan kategori “baik” hingga “sangat baik.” Hasil uji coba skala kecil menunjukkan peningkatan kecepatan siswa sebesar 60% dengan penilaian guru “sangat layak.” Uji coba skala besar menegaskan kelayakan lebih tinggi, dengan skor guru 4,2 (sangat layak) dan peningkatan sprint siswa 75%. Uji efektivitas menggunakan Wilcoxon signed-rank test menunjukkan perbedaan signifikan (p < 0,05), dengan ketuntasan lari 40 meter meningkat dari 55% (pra-tes) menjadi 90% (pasca-tes). Penelitian ini menyimpulkan bahwa model berbasis permainan tradisional layak, praktis, dan efektif untuk meningkatkan kecepatan siswa sekolah dasar sekaligus mengintegrasikan nilai budaya dalam pembelajaran jasmani.
Abstract
This research is motivated by gaps in physical education learning practices in elementary schools, particularly in developing speed skills. Observations in Narmada District showed low student motivation and weak sprint skills due to monotonous methods that lack variety. This study aims to develop and test a traditional game-based learning model to improve the speed of elementary school students. The approach used is research and development (R&D) with the ADDIE framework (Analysis, Design, Development, Implementation, Evaluation). The research subjects included 20 students and one teacher in a small-scale trial, and 40 students and two teachers in a large-scale trial. The product is a structured learning module integrating local traditional games such as fortification, sack race, cat-and-mouse, and gobak sodor. Expert validation on the material, media, and language aspects resulted in categories ranging from "good" to "very good." The results of the small-scale trial showed a 60% increase in student speed with a teacher assessment of "very feasible." The large-scale trial confirmed higher feasibility, with a teacher score of 4.2 (very feasible) and a 75% increase in student sprint. Effectiveness testing using the Wilcoxon signed-rank test showed a significant difference (p < 0.05), with 40-meter dash completion increasing from 55% (pre-test) to 90% (post-test). This study concluded that a traditional game-based model is feasible, practical, and effective for improving the speed of elementary school students while integrating cultural values ??into physical education.
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