IMPLEMENTASI PEMBELAJARAN JASMANI BERBASIS GAME EDUKASI DIGITAL UNTUK MENINGKATKAN PARTISIPASI DAN KETERAMPILAN SOSIAL SISWA SMA

Muhammad Yamin

Abstract


Penelitian ini bertujuan untuk menganalisis efektivitas penerapan game edukasi digital dalam pembelajaran jasmani terhadap peningkatan partisipasi aktif dan keterampilan sosial siswa SMA. Jenis penelitian yang digunakan adalah metode campuran (mixed-method) dengan model sekuensial eksplanatori, yang menggabungkan analisis kuantitatif dan kualitatif. Subjek penelitian terdiri dari 72 siswa SMA Negeri 1 Bima yang dibagi menjadi kelompok eksperimen dan kelompok kontrol. Kelompok eksperimen memperoleh perlakuan pembelajaran berbasis game edukasi digital menggunakan aplikasi FitPlay School, sedangkan kelompok kontrol diajar dengan metode konvensional. Hasil penelitian menunjukkan bahwa kelompok eksperimen mengalami peningkatan signifikan pada partisipasi aktif (dari rata-rata 68 menjadi 88) dan keterampilan sosial (dari 70 menjadi 86). Nilai signifikansi (p < 0.05) menunjukkan adanya perbedaan yang bermakna antara kedua kelompok. Secara kualitatif, siswa melaporkan peningkatan motivasi, kerja sama, dan rasa kebersamaan selama proses pembelajaran berbasis permainan. Edugame juga membantu siswa belajar nilai-nilai sportivitas dan tanggung jawab sosial melalui aktivitas jasmani kolaboratif. Dengan demikian, pembelajaran jasmani berbasis game edukasi digital terbukti efektif dalam meningkatkan partisipasi, interaksi sosial, dan karakter siswa di era digital.

Keywords


Game edukasi digital; pembelajaran jasmani; partisipasi aktif; keterampilan sosial; merdeka belajar

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DOI: https://doi.org/10.56842/pior.v4i1.733

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