Modifikasi Permainan menggunakan Blended Learning Mata Pelajaran Pendidikan Jasmani, Olahraga, dan Kesehatan

Ndaru Kukuh Masgumelar, Wasis Djoko Dwiyogo, Siti Nurrochmah

Abstract


Abstract: This research was aimed to conducted with the aim of developing game modification products using blended learning and testing their effectiveness in the learning process. The method used in this study refers to the blended learning development model using research subjects 80 high school students and 4 expert validators. The procedure used includes 3 stages (1) analysis, (2) design, and (3) evaluation. The results of research and development include in the form of printed books equipped with QR code, interactive multimedia, and edmodo.

Abstrak: Penelitian ini bertujuan untuk mengembangkan produk modifikasi permainan menggunakan blended learning dan menguji keefektifannya pada proses pembelajaran. Metode yang digunakan dalam penelitian ini mengacu pada model pengembangan blended learning dengan menggunakan subjek penelitian 80 siswa SMA dan empat orang validator ahli. Prosedur yang digunakan meliputi tiga tahap (1) analisis, (2) rancangan, dan (3) evaluasi. Hasil dari penelitian dan pengembangan berupa buku cetak dilengkapi dengan QR code, multimedia interaktif, dan edmodo.

Keywords


game modification; blended learning; modifikasi permainan; blended learning

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DOI: http://dx.doi.org/10.17977/jptpp.v4i7.12645

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JPtpp is accredited “Rank 2” as a scientific journal under the decree of the Directorate General of Research Enhancement and Development, Ministry of Research, Technology, and Higher Education, dated October 24, 2018, No: 30/E/KPT/2018, effective for five years from Volume 3 Issue 1, 2018 until Volume 7 Issue 8, 2022.


Jurnal Pendidikan: Teori, Penelitian, & Pengembangan

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Graduate School Of Universitas Negeri Malang

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