Model Pembelajaran Passing Sepakbola Melalui Pendekatan Steam (Science, Technology, Engineering, Art, And Mathematics) - Prabowo, Eko; Hasyim, Andi Hasriadi; Juniarto, Mastri; Prawira, Asrori Yudha; Aryanti, Nita Eka; Wahyudi, Anas (Universitas Negeri Jakarta, 2023)
ABSTRAK Tujuan penelitian ini adalah menjelaskan tentang model pembelajaran passing sepakbola menggunakan pendekatan STEAM (Science, Technology, Engineering, Art, and Mathematics) untuk mahasiswa Fakultas Ilmu Keolahragaan Universitas Negeri Jakarta. Metode penelitian ini menggunakan penelitian Research and Development (R&D) dengan menggunakan teori ADDIE. Pada penelitian ini menghasilkan 10 model tahapan pembelajaran yang telah melalui uji validasi dari dua ahli yaitu ahli bidang pembelajaran dan ahli bidang sepakbola. Hasil 10 model tahapan pembelajaran tersebut mengarah ke pendekatan STEAM (Science, Technology, Engineering, Art, and Mathematics) berbasis proyek untuk pembelajaran passing sepakbola. Data hasil keseluruhan berdasarkan uji kelayakan model dari mahasiswa diketahui rata-rata persentasi adalah 73,9%, dan data hasil keseluruhan uji kemenarikkan model dari mahasiswa di ketahui rata-rata persentasi 87% sehinga model ini dapat digunakan. Model pembelajaran passing sepakbola melalui pendekatan STEAM (Science, Technology, Engineering, Art, and Mathematics) di Fakultas Ilmu Keolahragaan Universitas Negeri Jakarta layak dapat digunakan untuk pembelajaran Kata Kunci: model pembelajaran, passing, sepakbola, steam ABSTRACT The purpose of this study is to explain the passing using the STEAM (Science, Technology, Engineering, Art, and Mathematics) approach for students of the Faculty of Sports Science, State University of Jakarta. This research method uses Research and Development (R&D) research using ADDIE theory. In this study, 10 models of the learning stages have gone through validation tests from two experts, namely learning experts and soccer experts. The results of the 10 learning stages model lead to a STEAM project-based passing football. The overall result data based on the model feasibility test from students is known to have an average percentage of 73.9%, and the overall data attractiveness test results from students are known to have an average percentage of 87% so that this model can be used. Learning model passing through the STEAM approach at the Faculty of Sports Science, State University of Jakarta is feasible to be used for learning. Keywords: Learning Model, Passing, Soccer, STEAM