Inovasi Pembelajaran melalui Model Teaching Game for Understanding (TGfU) untuk Menyiapkan Keterampilan Strategi Pembelajaran Pendidikan Jasmani
Veni Imawati, Fakultas Ilmu Pendidikan dan Sosial, Universitas Nahdlatul Ulama Blitar, Indonesia
Bayu Ristiawan, Sport Management, Shanghai University of Sport, China
Abstract
Karakteristik dari pembelajaran Pendidikan Jasmani (Penjas) yang condong pada aktivitas luar ruangan membutuhkan desain dan strategi khusus. Salah satu desain pembelajaran yang dapat menjadi alternatif adalah model Teacging Game for Understanding (TGfU). Tujuan penelitian ini untuk mendeskripsikan pengembangan, kegunaan dan persepsi guru dalam mengimplementasikan bahan ajar Penjas berbasis permainan dengan model TGfU. Penelitian dan pengembangan ini menggunakan model ADDIE (analyze, design, develop, implement & evaluate). Uji coba produk terdiri penilaian oleh ahli dan uji coba lapangan melalui evaluasi formatif (One-to-one, small-group & field trial) yang dilakukan oleh 10 partisipan. Instrumen yang digunakan meliputi protokol wawancara, observasi dan dokumentasi. Analisis data kualitatif menggunakan bantuan softwere qualitative data analysis Atlas.Ti versi 9. Desain permainan model TGfU dikembangkan yang didasarkan pada tingkat pengetahuan guru, karakteristik siswa dan sumber daya. Salah satu temuan penting dari proses R&D ini bahwa baik guru maupun siswa membutuhkan waktu yang lebih untuk mempelajari cara kerja dari model TGfU. Secara prospektif, desain yang kami kembangakan menjanjikan untuk digunakan sebagai strategi pembelajaran Penjas di masa depan.
Abstract: Characteristics of Physical Education (PE) that are inclined to outdoor activities require special designs and strategies. One of the learning designs that can be an alternative is the Teaching Game for Understanding (TGfU) model. The purpose of this study was to describe the development, usability, and perception of teachers in implementing game-based Physical Education teaching materials with the TGfU model. This research and development use the ADDIE model (analyze, design, develop, implement & evaluate). The product trial consisted of an expert assessment and a field trial through formative evaluation (one-to-one, small-group & field trial) conducted by 10 participants. The instruments used include interview protocols, observation, and documentation. Qualitative data analysis using qualitative data analysis software Atlas.Ti version 9. The TGfU model game design was developed based on the level of teacher knowledge, student characteristics, and resources. One of the important findings from this R&D is both teachers and students need more time to learn how the TGfU model works. Prospectively, the design we have developed is promising to be used as a strategy for learning Physical Education in the future.
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DOI: https://doi.org/10.21831/jpji.v18i2.54692
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