Modifikasi Permainan menggunakan Blended Learning Mata Pelajaran Pendidikan Jasmani, Olahraga, dan Kesehatan
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
Full Text:
PDFReferences
Akbar, S. (2013). Instrumen Perangkat Pembelajaran. Bandung: Rosdakarya.
Berlex, D. M., & Trebell, D. (2008). Design without Make. Challenging the Conventional Approach Teaching and Learning in a Design and Technology Classroom. International Journal of Technology and Design Education, 18(2), 119–138.
Byl, J., & Kloet, B. V. (2014). Physical Education for Homeschool, Classroom, and Recreation Settings. United States: United Graphics.
Ceylan, V. K., & Kesici, A. E. (2017). Effect of Blended Learning to Academic Achievement. Journal of Human Sciences, 14(1), 308–320. https://doi.org/10.14687/jhs.v14i1.4141
Christensen, R. (2014). Effect of Technology Integration Education on the Attitudes of Teacher and Students. Journal of Research on Technology in Education, 34(4), 411–433. https://doi.org/10.1080/15391523.2002.10782359
Degeng, N. S. (2013) Ilmu Pembelajaran; Klasifikasi Variabel untuk Pengembangan Teori dan Penelitian. Bandung: Kalam Hidup Arasmedia.
Desmita. (2013). Psikologi Perkembangan Peserta Didik. Bandung: PT. Remaja Rosdakarya.
Dwiyogo, W. D. (2016). Pembelajaran Berbasis Blended Learning. Malang: Wineka Media.
Fardhany, P. H. (2016). Pengembangan Bahan Ajar Berbasis Blended Learning dalam Pembelajaran Pendidikan Jasmani, Olahraga, dan Kesehatan Siswa Kelas X Sekolah Menengah Kejuruan (SMK). Tesis tidak diterbitkan. Universitas Negeri Malang, Malang.
Karamizadeh, Z., Zarifsanayei, N., Faghihi, A. A., Mohammadi, H., & Habibi, M. (2012). The Study of
Effectiveness of Blended Learning Approach for Medical Training Courses. Iranian Red Crescent
Medical Journal, 14(1), 41–44.
Karsono, D. (2014) Teaching Children Games. Jakarta: Universitas Negeri Jakarta.
Kavita, V., Sharma, J. P., & Tiwari, R. K. (2011). Use of Information Technology in Physical Education and
Sport. International Journal in Multidisciplinary and Academic Research, 2(4),1–6.
Mazoloumiyan, S., Shobeiri, S. M., Farajollahi, M., & Mohamadi, M. (2012). Blended Learning: A New Approach to Environmental Education for Iran High School. Procedia Social and Behavioral Sciences, 47, 1216–1220.
Obiedat, R., Eddeen, L. N., Harfoushi O., Hamarsheh, M. A., Koury, A., & Alassaf, N. (2014). Effect of Blended-Learning on Academic Achievement of Students in the University of Jordan. International Journal of Emerging Technologies in Learning, 9(2), 37–44.
Pratiwi, D. A. (2013). Implementasi Pendekatan Bermain Dalam Upaya Meningkatkan Hasil Belajar Keterampilan Gerak Dasar Melempar dan Menangkap melalui Aktivitas Basket Ball Like Games. Jurnal PGSD Pendidikan Jasmani, 1(3), 1–10.
Putri, N. S., Hanani, E. S., & Annas, M. (2012). Development of Games Softball by Swingkasball Modification in SMAN 1 Limbangan. Journal of Physical Education, Sport, Health, and Recreations, 1(2), 31–37.
Reigeluth, C. M. (2012). Instructional Theory and Technology for the New Paradigm of Education. Revista de Educacion a Distancia, 32, 1–18.
Saputri, D. Y., Rukayah., & Indriayu, M. (2018). Need Assessment of Interactive Multimedia Based on Game in Elementary School: A Challenge into Learning in 21st Century. International Journal of Educational Research Review, 3(3), 1–8.
Sharma, P. (2013). Role of Interactive Multimedia for Enhancing Students’ Achievement and Retention. International Women Online Journal of Distance Education, 2(3), 12–22.
Sugiharto. (2014). Fisiologi Olahraga Teori dan Aplikasi Pembinaan Olahraga. Malang: Universitas Negeri
Malang.
Sugiyono. (2016). Metode Penelitian dan Pengembangan: Research and Development R & D. Bandung:
Alfabeta.
Sujadi, I., Kurniasih, N., & Subanti, S. (2017). The Effectiveness of Learning Material with Edmodo to Enhance the Level of Student’s Probabilistic Thinking. AIP Conference Proceedings, 1848(1). https://doi.org/10.1063/1.4983943
Sutopo, A. H. (2012) Teknologi Informasi dan Komunikasi dalam Pendidikan. Yogyakarta: Graha Ilmu.
Vaughan, N. (2014). Student Engagement and Blended Learning: Making the Assesment Connection. Education
Sciences, 4(4), 247–264.
Wichadee, S. (2017). A Development of the Blended Learning Model Using Edmodo for Maximizing Students’ Oral Proficiency and Motivation. International Journal of Emerging Technologies in Learning, 12(2), 137–154.
Yueh, H. P., Lin, W., Huang, J. Y., & Sheen, H. J. (2012). Effect of Student Engagement on Multimedia-Assisted Instruction. Knowledge Management & E-Learning. An International Journal, 4(3), 347–358.
Yusuf, S. (2012). Psikologi Perkembangan Anak & Remaja. Bandung: PT. Remaja Rosdakarya.
DOI: http://dx.doi.org/10.17977/jptpp.v4i7.12645
Refbacks
- There are currently no refbacks.
Copyright (c) 2019 Ndaru Kukuh Masgumelar, Wasis Djoko Dwiyogo, Siti Nurrochmah
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Jurnal Pendidikan: Teori, Penelitian, & Pengembangan Journal of Education: Theory, Research, and Development Graduate School Of Universitas Negeri Malang JPtpp is licensed under Creative Commons Attribution-ShareAlike 4.0 International License |