Main Article Content

Abstract

This study aims to develop “Totor Gala” traditional game learning video using the Nearpod application that are appropriate for elementary school students. The type of research in this research is Research and Development (R & D) with the Borg & Gall model of 7 of 10 steps. The research subjects were 4th grade students at Elementary School 41 Bengkulu City. The research instrument uses document analysis sheets, needs analysis sheets, validation sheets. The validation sheet is used to measure the feasibility of the video from the material and media aspects. Data collection techniques using document analysis, observation, questionnaires and tests. Data were analyzed through qualitative descriptive data and quantitative descriptive data analysis. The results of the research are in the form of learning videos of the Totor Gala game using the Nearpod application which contains material on cultural literacy and contemporary values. Media is suitable for use based on the validation results of material and media experts, as well as trials in schools with the "very valid" category. This product can be used as material for cultural literacy and the development of sportsmanship in 4th grade elementary school students.

Keywords

Culture literacy Elementary student Nearpod application Sportive character Traditional game

Article Details

Author Biography

Atika Susanti, Universitas Bengkulu

Pendidikan Guru Sekolah Dasar, Universitas Bengkulu

How to Cite
Susanti, A., Yuliantini, N., Prabowo, A., Melisa, M., Andini, T., & Darmansyah, A. (2023). The Development of Totor Gala Traditional Game Learning Video Using Nearpod Application for 4th Grade Elementary School Students. Kinestetik : Jurnal Ilmiah Pendidikan Jasmani, 7(1), 248–257. https://doi.org/10.33369/jk.v7i1.25284

References

  1. Abdullah, M. R., Bisyri, A., Musawi, H., & Kosni, N. A. (2017). The Effect Of Traditional Games Played With The Rules Intervention And Regulations In Developing Children ’ S The Effect Of Traditional Games Played With The Rules Intervention And Regulations In Developing Children’s. Man In India, 97(22), 409–416.
  2. Anggita, G. M. (2019). Eksistensi Permainan Tradisional sebagai Warisan Budaya Bangsa. JOSSAE : Journal of Sport Science and Education, 3(2), 55. https://doi.org/10.26740/jossae.v3n2.p55-59
  3. Anisa Herdiyana, G. P. W. P. (2001). Pembelajaran Pendidikan Jasmani Yang Mengacu Pada Pembiasaan Sikap Fair Play Dan Kepercayaan Pada Peserta Didik. 77–85.
  4. Antara, I. G. E., Putrama, I. M., & Sindu, I. G. P. (2019). Pengembangan Game Tradisional Megala-gala Berbasis Android. Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI), 8(2), 285–297.
  5. Aryanti, S., Victorian, A. R., Solahuddin, S., & Azhar, S. (2022). Testing Media Products Using Videos for Learning. Kinestetik : Jurnal Ilmiah Pendidikan Jasmani, 6(74), 17–22.
  6. Aryati, V. A. (2019). Pengaruh Permainan Tradisional Terhadap Hasil Belajar Lari Jarak Pendek Siswa Smp Negeri 7 Kota Sukabumi. Indonesia Sport Journal, 1(2), 39. https://doi.org/10.24114/isj.v1i2.16257
  7. Doğukan Batur. (2021). Sportsmanship Behaviors Related to Gender and Family Attitude of Secondary School Students. The Asian Institute Of Research, 4. https://doi.org/10.31014/aior.1993.04.02.238.
  8. Herdiyana, A & Prakoso, G. P., W. (2016). Pembelajaran Pendidikan Jasmani yang Mengacu pada Pembiasaan Sikap Fair Play dan Kepercayaan pada Peserta Didik. Jurnal olahraga Prestasi, 12 (1), 77-85.
  9. Imron, I. (2019). Analisa Pengaruh Kualitas Produk Terhadap Kepuasan Konsumen Menggunakan Metode Kuantitatif Pada CV. Meubele Berkah Tangerang. Indonesian Journal on Software Engineering (IJSE), 5(1), 19–28. https://doi.org/10.31294/ijse.v5i1.5861
  10. Lestariningrum, A. (2018). The Effect of traditional game “Congklak” and Self confidence towards logical mathe,atical intelligence of 5-6 years children. JURNAL INDRIA.
  11. Minalti, M. P., & Erita, Y. (2021). Penggunaan Aplikasi Nearpod Untuk Bahan Ajar Pembelajaran Tematik Terpadu Tema 8 Subtema 1 Pembelajaran 3 Kelas IV Sekolah Dasar. Journal of Basic Education Studies, 4(1).
  12. Rasyid, R. E. (2017). Permainan Tradisional:Upaya Pewarisan Budaya Dan Pendidikan Karakter Melalui Kearifan Lokal di Sekolah Dasar. Seminar Nasional Kedua Pendidikan Berkemajuan Dan Menggembirakan, 3, 279–286.
  13. Retnawati, H. (2016). Analisis Kuantitatif Instrumen Penelitian. Yogyakarta: Parama Publishing.
  14. Rukajat, A., & Makbul, M. (2022). The Role of Parents in Improving The Creativity of Early Childhood Through Traditional West Java Games ( Case Study in RA Al-Khoeriyah , Banyuresmi , Garut). Cakrawala Dini: Jurnal Pendidikan Anak Usia Dini, 13(2).
  15. Sanmugam, M., Selvarajoo, A., Ramayah, B., & Lee, K. W. (2019). Use of Nearpod As Interactive Learning Method. INTED2019 Proceedings, 1(March), 8908–8915. https://doi.org/10.21125/inted.2019.2219
  16. Sugiyono. (2020). Metodologi Penelitian. UNY press.
  17. Sulistyaningtyas, R. E. (2019). The Implementation of Traditional Games for Early Childhood Education. Advances in Social Science, Education and Humanities Research, 326(Iccie 2018), 431–435.
  18. Syamsi, I., Education, F., Colombo, J., & Karangmalang, N. (2021). Cypriot Journal of Educational Local wisdom-based character education for special needs students in inclusive elementary schools. Cypriot Journal of Educational Science., 16(6), 3329–3342.
  19. Yuliawan, D. (2016). Pembentukan Karakter Anak Dengan Jiwa Sportif Melalui Pendidikan Jasmani Olahraga Dan Kesehatan. Jurnal Sportif, 2(1), 101–112.
  20. Widiasavitri, & agustini. (2020). Traditional Games As Alternative Activities For Children Stimulation. Journal of Psychology and Instruction, 4(1), 1–9.
  21. Yulingga Nanda Hanief Sugito. (2015). Membentuk Gerak Dasar Pada Siswa Sekolah Dasar Melalui Permainan Tradisional. JURNAL SPORTIF, 1(1), 60–73.
  22. Widoyoko, E. P. (2016). Evaluasi program pembelajaran. Yogyakarta: Pustaka Pelajar.