Active thematic interactive game models In physical education learning
DOI:
https://doi.org/10.32665/citius.v6i1.6195Keywords:
model; interactive games; active thematic; learning; physical educationAbstract
Physical Education learning in elementary schools requires a model that can increase student engagement, motivation, and overall activity. The Interactive, Thematic, and Active learning model was developed as a learning innovation through 10 game models that integrate students' motor, cognitive, affective, and social aspects. This study aims to develop and test the feasibility of the PJOK learning model for fifth-grade elementary school students at SD Negeri 3 Kikim Timur and SD Negeri 2 Kikim Timur, Kikim Timur District, Lahat Regency, South Sumatra, Indonesia.The research method used was research and development. The research subjects consisted of three experts/validators, a physical education teacher, and 40 fifth-grade elementary school students. The research instruments consisted of an expert validation sheet, a teacher response questionnaire, and a student response questionnaire. Data analysis was conducted using descriptive quantitative and qualitative methods. The results showed that all instrument items were declared valid with a CVR value range between -0.33 to 1.00, an average CVR of 0.22, and an average expert assessment of 3.58. Small-scale and large-scale trials by teachers obtained a very good category with an average score of 4.45 and 4.6. Student responses also showed positive results with an average of 82% on a small scale and 86% on a large scale. The conclusion is that the game-based learning model is declared feasible, interesting, and effective for use in learning Physical Education for grade V elementary school. Further research recommendations are to test the effectiveness of the model on a wider scale and examine its impact quantitatively on student learning outcomes and fitness.
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