Pembelajaran Blended Learning Sosio Antropologi Olahraga untuk Mahasiswa Pendidikan Jasmani dan Kesehatan - Hafidz Gusdiyanto; Wasis Djoko Dwiyogo; Sapto Adi (Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan, 2020)
Abstract: The purpose of this research and development is (1) to produce a learning product based on blended learning (face-to-face, offline, and online) in sports socio antropology subjects, (2) as well as testing the effectiveness, efficiency, and attractiveness of development products produced in learning outcomes. The results of the study obtained the following data: (1) small group trials obtained an (89.11%), (2) large group trials obtained an (88.96%). The effectiveness test carried out three times obtained the overall average results of (85.05%) with a very complete category. Efficiency tests obtained data, namely (1) meeting I obtained an average time (01:09:47), (2) meeting II obtained an average time (1:04:39), (3) meeting III obtained an average average time (00:56:37), when compared with the amount of time used by lecturers by 2x50 minutes then there has been time efficiency in the learning process. The results of the attraction test of product attractiveness were obtained from three meetings through questionnaires: (1) face to face the results were (92.29%), (2) in offline the results obtained at (94.43%), (3) at online obtained results of (94.43%) with very attractive categories.Abstrak: Tujuan penelitian dan pengembangan ini yaitu (1) menghasilkan sebuah produk pembelajaran Sosio Antropologi Olahraga berbasis blended learning (tatap muka, offline, online) dan (2) menguji efektivitas, efisiensi, dan daya tarik produk pengembangan. Hasil penelitian diperoleh data (1) hasil uji coba kelompok kecil diperoleh rata-rata 89,11%, (2) hasil uji coba kelompok besar diperoleh rata-rata 88,96%. Uji efektivitas yang dilaksanakan sebanyak tiga kali diperoleh hasil rata-rata keseluruhan (85,05%) dengan kategori sangat tuntas. Uji efisiensi diperoleh data yaitu: (1) pertemuan I diperoleh rata-rata waktu (01:09:47), (2) pertemuan II diperoleh rata-rata waktu (01:04:39), (3) pertemuan III diperoleh rata-rata waktu (00:56:37), jika dibandingkan dengan jumlah waktu yang digunakan dosen pengampu sebesar 2x50 menit maka telah terjadi efisien waktu pada proses pembelajaran. Hasil uji daya tarik kemenarikan produk diperoleh dari tiga kali pertemuan melalui penyebaran angket (1) pertemuan tatap muka diperoleh hasil sebesar 92,29%, (2) pertemuan offline diperoleh hasil sebesar 94,43%, dan (3) pertemuan online diperoleh hasil sebesar 94,43% dengan kategori sangat menarik.