Implementation of Traditional Engklek Game Based on Ethnopedagogy Model in Learning - Wiwik Angelita Sari; Hendrik Pratama (INKUIRI: Jurnal Pendidikan IPA, 2025)
Penerapan permainan tradisional engklek berbasis model etnopedagogi dalam pembelajaran IPA mengintegrasikan kearifan local yang dikenal oleh peserta didik dalam kehidupan sehari-hari. Tujuan penelitian ini adalah meningkatkan hasil belajar siswa sekaligus melestarikan budaya local melalui permainan engklek. Penelitian dilakukan di SMPN 2 Ngetos pada kelas IXB dengan jumlah sampel sebesar 24 siswa. Teknik pengumpulan sampel menggunakan purposive sampling. Metode penelitian merupakan jenis Penelitian Tindakan Kelas (PTK). Data dikumpulkan melalui wawancara, observasi, dan tes hasil belajar. Analisis data menggunakan teknik deskriptif kualitatif. Hasil penelitian pada siklus I menunjukkan rata-rata nilai siswa sebesar 65,3,dengan 54% siswa mencapai KKM. Pada siklus II, terjadi peningkatan signifikan dengan rata-rata nilai siswa mencapai 78 dan 100% siswa mencapai KKM. Melalui model etnopedagogi, siswa diajarkan mengenali permainan berbasis kearifan local berupa Engklek. Selain itu model ini melatih siswa untuk berkompetisi, bekerjasama, hingga membuat pembelajaran menjadi lebih menyenangkan. Materi menjadi lebih menarik karena dilakukan sambil bermain.The application of the traditional game engklek based on the ethnopedagogy model in science learning integrates local wisdom known by students in everyday life. The purpose of this study was to improve student learning outcomes while preserving local culture through the game of engklek. The research was conducted at SMPN 2 Ngetos in class IXB with a sample size of 24 students. The sample collection technique used purposive sampling. The research method is a type of Classroom Action Research (PTK). Data were collected through interviews, observations, and learning outcomes tests. Data analysis used qualitative descriptive techniques. The results of the research in cycle I showed that the average student score was 65.3, with 54% of students reaching the KKM. In cycle II, there was a significant increase with the average student score reaching 78 and 100% of students reached the KKM. Through the ethnopedagogy model, students are taught to recognize local wisdom-based games in the form of Engklek. In addition, this model trains students to compete, cooperate, to make learning more fun. The material becomes more interesting because it is done while playing.