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Journal : Guruku: Jurnal Pendidikan dan Sosial Humaniora

Pengembangan Model Pembelajaran Kebugaran Jasmani Komponen Kelincahan dan Kecepatan Berbasis Permainan “MOTIF” Monopoli Kreatif SMPN 1 Malang Akhmad Sahal; Mua’rifin Mua’rifin
Guruku: Jurnal Pendidikan dan Sosial Humaniora Vol. 3 No. 2 (2025): GURUKU : Jurnal Pendidikan dan Sosial Humaniora
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/guruku.v3i2.1003

Abstract

This research develops an innovative game-based physical fitness learning model “MOTIF” (Creative Monopoly) which is focused on improving the agility and speed components of class VIII students of SMPN 1 Malang. This game is designed to foster interest and increase students' understanding of PJOK material which has been considered less interesting. The development method used is the ADDIE model (Analyze, Design, Development, Implementation, Evaluation) with a research subject of 32 8G class students. Validation was carried out by material, media, and learning experts with a percentage of 95%, 98%, and 93% respectively, indicating the media was feasible to use. The small group trial showed the feasibility of 93.6%, while the large group obtained 88.3%. The results show that “MOTIF” media is effective in increasing students' motivation and understanding of physical fitness material through a fun and interactive approach. Thus, the use of this educational game can be an innovative strategy in learning PJOK.