Analysis of Game-Based Learning Models in the Motor Development Students 12th Grade Vocational High School in Surakarta

Rifa'i Abdul Karim, Basori Basori, Kurniasari Kurniasari

Abstract


This research is undermined by the need to understand the impact of Game-Based Learning (GBL) models on the motor development of 12th grade RPL Vocational High School in Surakarta. There is an analysis of the gaps associated with the application of GBL in the context of vocational education. The problem formula of this study covers the extent to which the game-based learning model contributes positively to the motor development of 12th grade students. The research method applied is qualitative, with qualitatively descriptive techniques involving the investigation of the motor development of the learners in the application of Game-Based Learning. Data collection on this research uses observation and interview.  The participants in this study were 12th grade RPL A pupils and one of RPL Vocational High School teacher in Surakarta. There are four games that are followed by the pupils: Crossword, Matching Pictures, Guess Letters, and Snake Stairs, which discuss Mobile Device Web Programming subjects related to Android Studio and Flutter materials. Research findings suggest that applying the GBL model to the motor development of 12th grade pupils can improve typing skills, training rigor, agility, and caution. The application of this model is very good because it invites students to learn while playing, which makes them feel happy because so much knowledge is acquired. In addition, the majority of Vocational High School students orientation after graduation is working, so they are more likely to do practice than theory. It can be concluded that the GBL model contributes positively to the motor development of 12th grade RPL Vocational High School students in Surakarta.

Keywords


Game-Based Learning; Learn while playing; Motor development; Vocational High School

Full Text:

PDF
rticle

References


Abdussamad, H. Z., & Sik, M. S. (2021). Metode penelitian kualitatif. CV. Syakir Media Press.

Arikunto, S. (2010). Prosedur Penelitian Suatu Pendekatan Praktis. Jakarta : Rineka Cipta.

Budiani, R., & Ningsih, R. (2023). Analisis Kecanduan Bermain Game Online Siswa SMK PGRI 4 KEDIRI. In Prosiding SEMDIKJAR (Seminar Nasional

Pendidikan dan Pembelajaran) (Vol. 6, pp. 243-251). https://proceeding.unpkediri.ac.id/index.php/semdikjar/article/view/3661

Camacho-Sánchez, R., Manzano-León, A., Rodríguez-Ferrer, J. M., Serna, J., & Lavega-Burgués, P. (2023). Game-based learning and gamification in physical education: a systematic review. Education Sciences, 13(2), 183. https://doi.org/10.3390/educsci13020183

Dahalan, F., Alias, N., & Shaharom, M. S. N. (2023). Gamification and game based learning for vocational education and training: A systematic literature review. Education and Information Technologies, 1-39. https://doi.org/10.1007/s10639-022-11548-w

Emerson, A., Min, W., Azevedo, R., & Lester, J. (2023). Early prediction of student knowledge in game‐based learning with distributed representations of assessment questions. British Journal of Educational Technology, 54(1), 40-57. https://doi.org/10.1111/bjet.13281

Fitriana, N. (2023). Penerapan Model Game Based Learning untuk Meningkatkan Motorik Halus Anak Usia Dini. Seulanga: Jurnal Pendidikan Anak, 4(2), 102-111. https://doi.org/10.54150/altahdzib.v2i2.247

Fitrianto, A. T., Habibie, M., & Prayoga, H. D. (2023). Teaching games for understanding (TGfU) developing gross motor skill In physical education. Journal of Physical and Outdoor Education,5(2),

24-31. https://doi.org/10.37742/jpoe.v5i2.226

Handayani, G. (2020). Development of Motor Learning Model Based on Game and Fun Activities. In 1st Progress in Social Science, Humanities and Education Research Symposium (PSSHERS 2019) (pp. 398-401). Atlantis Press. https://www.atlantis-press.com/proceedings/psshers-19/125943612

Hidayat, R. T., Maryono, D., & Budiyanto, C. W. Development of a Web-Based Assignment Information System by Applying Leaderboard and Quest Gamification Elements at SMK Negeri 2 Surakarta. (2023). Journal of Informatics and Vocational Education, 6(3). https://doi.org/10.20961/joive.v6i3.65934

Nurdin, N., Pettalongi, S. S., Askar, A., & Hamka, H. (2021). E-learning Adoption and Use Hype Cycle during Covid-19 Outbreak (A Longitudinal Survey). IJIE (Indonesian Journal of Informatics Education), 5(2), 68-78. https://jurnal.uns.ac.id/ijie/article/view/58233

Pujayanti, F. H., Sumiharsono, R., & Triwahyuni, E. (2023). Pengaruh Metode Game Based Learning Terhadap Kemampuan Motorik Kasar Dan Kemampuan Sosial Emosional Anak TK. EDUKASIA: Jurnal Pendidikan dan Pembelajaran, 4(2), 1435-1444. https://www.jurnaledukasia.org/index.php/edukasia/article/view/458

Ramadhanti, F. T., Juandi, D., & Jupri, A. (2022). Pengaruh Problem-Based Learning terhadap Kemampuan Berpikir Tingkat Tinggi Matematis Siswa. Aksioma, 11(1), 667-682. https://doi.org/10.24127/ajpm.v11i1.4715

Safira, N. (2023). The Effect of Puzzle Playing Therapy on Fine Motor Development in Preschool Children. Journal of Complementary Nursing, 2(1), 127-132. https://doi.org/10.53801/jcn.v2i1.61

Soleh, A. A., Triyanto, T., Parno, P., Suharno, S., & Estriyanto, Y. (2023). Tinjauan Pustaka Sistematis: Model Kemitraan antara SMK dengan Dunia Usaha dan Dunia Industri. JIPTEK, 16(2), 126-136. https://doi.org/10.20961/jiptek.v16i2.72697

Sugiyono. (2018). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta.

Sugiyono. (2019). Metode Penelitian Kuantitatif, Kualitatif & RND. Bandung: Alfabeta.

Tay, J., Goh, Y. M., Safiena, S., & Bound, H. (2022). Designing digital game-based learning for professional upskilling: A systematic literature review. Computers & Education, 184, 104518. https://doi.org/10.1016/j.compedu.2022.104518

Ulfatin, N. 2014. Metode Penelitian Kualitatif di Bidang Pendidikan: Teori dan Aplikasinya. Malang: Bayumedia.

Ulya, H. (2017). Permainan tradisional sebagai media dalam pembelajaran matematika. In Prosiding Seminar Nasional

Pendidikan (Vol. 6, No. 11, pp. 371-376). https://repository.ummetro.ac.id/files/artikel/967b29a8033b7621321b15c78166e74a.pdf

Utami, N., Setiawan, A., & Hamidah, I. (2022). Research Trends in the Use of Augmented Reality in Engineering Education: A Bibliometric Analysis. IJIE (Indonesian Journal of Informatics Education), 6(2), 50-56. https://doi.org/10.20961/ijie.v6i2.68326




DOI: https://doi.org/10.20961/jiptek.v17i1.81697

Refbacks

  • There are currently no refbacks.


Copyright (c) 2024 Rifa'i Abdul Karim, Basori Basori, Kurniasari Kurniasari

View My Stats

Lisensi Creative Commons
This work is licensed under a Creative Commons Attribution 4.0 International License.