MODEL PERMAINAN AKTIVITAS LUAR KELAS UNTUK MENGEMBANGKAN RANAH KOGNITIF, AFEKTIF, DAN PSIKOMOTORIK SISWA SMA - Setyawan, Hendra; Dimyati, Dimyati (Jurnal Keolahragaan, 2015)
Penelitian ini bertujuan menghasilkan model-model permainan Aktivitas Luar kelas (ALK) yang layak digunakan sebagai materi pembelajaran penjas, serta efektif untuk mengembangkan ranah kognitif, afektif, dan psikomotorik siswa SMA. Penelitian ini dilakukan dengan langkah-langkah sebagai berikut: (1) pengumpulan informasi di lapangan, (2) menganalisis informasi yang telah dikumpulkan, (3) mengembangkan produk awal, (4) validasi ahli dan revisi, (5) uji coba skala kecil dan Â revisi, (6) uji coba skala besar dan revisi, dan (7) pembuatan produk final. Uji coba skala kecil dilakukan terhadap siswa kelas X-D dan XI-IPA 4 dari SMA N I Prambanan berjumlah 66 orang. Uji coba skala besar dilakukan terhadap siswa kelas X-G, X-H, XI-IPS 3, dan XI-BHS dari SMA N I Prambanan berjumlah 132 orang. Instrumen pengumpulan data yang digunakan yaitu; (1) pedoman wawancara, (2) skala nilai, (3) pedoman observasi permainan, (4) pedoman observasi keefektifan permainan, (5) pedoman observasi terhadap guru pelaku uji coba, dan (6) rubrik penilaian siswa. Teknik analisis data dengan analisis deskriptif kuantitatif dan kualitatif. Hasil penelitian berupa tujuh model permainan yang layak dan efektif digunakan dalam pembelajaran penjas, hal ini dibuktikan dengan perolehan persentase sebesar 100% dari data hasil kuesioner skala nilai, observasi model permainan, observasi keefektifan permainan, dan observasi guru pelaku uji coba. Model permainan juga efektif untuk mengembangkan ranah kognitif, afektif, dan psikomotorik, yang dibuktikan dengan terjadinya peningkatan persentase nilai rata-rata siswa sebesar 21%. Kata kunci: model, permainan, aktivitas luar kelas, kognitif, afektif, psikomotorik THE OUTDOOR ACTIVITY GAME MODEL TO DEVELOP THE ASPECT OF COGNITIVE, AFFECTIVE, AND PSYCHOMOTOR OF THE SENIOR HIGH SCHOOL STUDENTS Abstract This study aims at producing outdoor activity game models which are proper to be used for physicall education learning and developing cognitive, affective, and psychomotor domains for senior high school students. This educational research and development was carried out following the steps of developing research, consisting of: (1) collecting information, (2) information analysis, (3) developing initial product, (4) expert validation and revision, (5) preliminary field test and revision, (6) main field test and revision, and (7) making the final product. The small field try out is done for the students of the class X-H and XI-IPA 3 from SMA N 1 Prambanan, with the total number of students 66. The big field try out is done for the students of class X-G, X-H, XI-IPS, and XI Bahasa from SMA N 1 Prambanan, with the total number students 132. The data instruments collecting which were used were: (1) interview guide, (2) rating scale, (3) observation guide for games observation, (4) observation guide for games effectiveness, and (5) observation guide for perpetrator teachers, (6) scoring rubric for measuring studentâ€™s work. The data were analyzed using quantitative descriptive analysis and qualitative descriptive analysis. The results of the study in the form of seven models of the game are proper and effective to be used in physicall education, this is proved by percentage result about 100% from score scale questioner data, game model observation, observation for the offender trial teacher. Besides, the game is also effective for developing the aspect of cognitive, affective, and psychomotor which is proved by the increasing of percentage average of the students about 21%. Keywords: models, games, outdoor activity, cognitive, affective, psychomotor