Efektivitas Gamifikasi Target Digital terhadap Ketepatan Servis Forehand Tenis Meja Siswa Ekstrakurikuler SMA
DOI:
https://doi.org/10.36312/p681pf78Keywords:
Gamifikasi; Target Digital; Servis Forehand; Tenis Meja; Ekstrakurikuler SmaAbstract
Ketepatan servis forehand merupakan keterampilan penting dalam tenis meja karena menentukan kualitas awal serangan, kontrol permainan, dan peluang memperoleh poin. Namun, latihan konvensional dalam kegiatan ekstrakurikuler sering belum memberikan pengalaman belajar yang menarik, terukur, dan berbasis umpan balik yang jelas. Penelitian ini bertujuan untuk mengetahui efektivitas gamifikasi target digital terhadap peningkatan ketepatan servis forehand tenis meja pada siswa ekstrakurikuler SMA. Penelitian menggunakan pendekatan kuantitatif dengan rancangan one group pretest-posttest design. Sampel penelitian berjumlah 23 siswa ekstrakurikuler tenis meja di SMA Negeri 8 Mataram. Instrumen yang digunakan adalah tes ketepatan servis forehand tenis meja. Data dianalisis menggunakan statistik deskriptif, uji normalitas Shapiro-Wilk, uji homogenitas varians, dan uji-t dengan bantuan JASP. Hasil penelitian menunjukkan bahwa nilai rata-rata pretest sebesar 27,00 dengan standar deviasi 2,844 meningkat menjadi 29,87 dengan standar deviasi 3,429 pada posttest. Rata-rata gain score sebesar 2,870 menunjukkan adanya peningkatan ketepatan servis setelah perlakuan. Hasil uji hipotesis menunjukkan perbedaan yang signifikan antara skor sebelum dan sesudah perlakuan (p < 0,05). Temuan ini mengindikasikan bahwa gamifikasi target digital dapat digunakan sebagai alternatif latihan yang efektif, menarik, dan terukur untuk meningkatkan ketepatan servis forehand tenis meja pada siswa ekstrakurikuler SMA.
Forehand serve accuracy is an essential skill in table tennis because it determines the quality of the initial attack, game control, and opportunities to gain points. However, conventional training in extracurricular activities often does not provide an engaging, measurable, and feedback-oriented learning experience. This study aimed to examine the effectiveness of digital target gamification in improving forehand serve accuracy among high school extracurricular table tennis students. A quantitative approach was employed using a one group pretest-posttest design. The sample consisted of 23 table tennis extracurricular students at SMA Negeri 8 Mataram. The research instrument was a forehand serve accuracy test. Data were analyzed using descriptive statistics, the Shapiro-Wilk normality test, variance homogeneity test, and t-test with JASP software. The results showed that the mean pretest score was 27.00 with a standard deviation of 2.844, increasing to 29.87 with a standard deviation of 3.429 in the posttest. The mean gain score of 2.870 indicated an improvement in serve accuracy after the treatment. The hypothesis test showed a significant difference between scores before and after the intervention (p < .05). These findings indicate that digital target gamification can be used as an effective, engaging, and measurable training alternative to improve forehand serve accuracy among high school extracurricular table tennis students.
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