O EFEITO DA MÍDIA DE REALIDADE AUMENTADA E A MOTIVAÇÃO NOS RESULTADOS DE APRENDIZAGEM DE ALUNOS EM JOGOS TRADICIONAIS
PDF/A (English)

Palavras-chave

Augmented reality
Motivation
Learning outcomes
Traditional games

Como Citar

Darmawan, G. E. B. ., Parwati, N. N. ., Warpala, I. W. S. ., & Divayana, D. G. H. . (2023). O EFEITO DA MÍDIA DE REALIDADE AUMENTADA E A MOTIVAÇÃO NOS RESULTADOS DE APRENDIZAGEM DE ALUNOS EM JOGOS TRADICIONAIS: EDUCAÇÃO FÍSICA, ESPORTIVA E DE SAÚDE . Synesis (ISSN 1984-6754), 15(4), 206–219. Recuperado de https://seer.ucp.br/seer/index.php/synesis/article/view/2782

Resumo

Este estudo teve como objetivo investigar o efeito da mídia de realidade aumentada e a motivação nos resultados de aprendizagem dos alunos em jogos tradicionais como disciplina de Educação Física, Esporte e Saúde. A abordagem quantitativa foi adaptada como o desenho de pesquisa particularmente na forma de Quasi Experimental com Modelo Fatorial 2x2. A população era composta por alunos da oitava série da SMPN 1 Singaraja, na qual havia 80 alunos selecionados como amostra de pesquisa usando a técnica de amostragem aleatória. Os dados foram coletados por meio de pós-teste e pré-teste, utilizando-se o teste biométrico (teste escrito) como instrumento de pesquisa. Os dados obtidos foram analisados de forma descritiva e inferencial com o auxílio do SPSS 25. Os resultados mostraram 1) há uma diferença nos resultados de aprendizagem entre alunos que são ensinados por realidade aumentada e alunos que são ensinados por aprendizagem convencional; 2) existe um efeito de interação entre mídia e motivação para os resultados de aprendizagem; 3) alunos altamente motivados ensinados por realidade aumentada superam alunos altamente motivados ensinados por aprendizagem convencional; 4) alunos menos motivados ensinados por realidade aumentada apresentam menor desempenho do que alunos pouco motivados ensinados por aprendizagem convencional.

PDF/A (English)

Referências

Abdullah, N., Baskaran, V. L., Mustafa, Z., Ali, S. R., & Zaini, S. H. (2022). Augmented reality: The effect in students’ schievement, satisfaction and interest in science education. International Journal of Learning, Teaching and Educational Research, 21(5), 326–350. https://doi.org/10.26803/ijlter.21.5.17

Akbar, R., & Hariyanto, E. (2022). Pengembangan Bahan Ajar Pencak silat Untuk Siswa Sekolah Dasar. Sport Science and Health, 2(7), 350–356. https://doi.org/10.17977/um062v2i72020p350-356

Aktop, A., & Karahan, N. (2012). Physical Education Teacher’s Views of Effective Teaching Methods in Physical Education. Procedia - Social and Behavioral Sciences, 46(2003), 1910–1913. https://doi.org/10.1016/j.sbspro.2012.05.401

Anggita, G. M., Mukarromah, S. baitul, & Ali, M. A. (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

Annisa, A. N. (2020). Pengaruh Motivasi Belajar Terhadap Prestasi Siswa di Sekolah. Al-Ittizaan: Jurnal Bimbingan Konseling Islam, 2(2), 1. https://doi.org/10.24014/0.8710124

Arifin, L. T., & Haris, I. N. (2018). Pengaruh Penerapan Permainan Tradisional Terhadap Kebugaran Jasmani Siswa Kelas VIII SMPN 1 Ciasem Kabupaten Subang (Studi eksperimen Pada Siswa Kelas VIII SMPN 1 Ciasem). Jurnal Biomekanika, 4(1), 1–7.

Baabdullah, A. M., Alsulaimani, A. A., Allamnakhrah, A., Alalwan, A. A., Dwivedi, Y. K., & Rana, N. P. (2022). Usage of augmented reality (AR) and development of e-learning outcomes: An empirical evaluation of students’ e-learning experience. Computers and Education, 177(3), 1–9. https://doi.org/10.1016/j.compedu.2021.104383

Bile, R. L., Tapo, Y. B. O., & Desi, A. K. (2021). Pengembangan Model Latihan Kebugaran Jasmani Berbasis Permainan Tradisional Sebagai Aktivitas Belajar Siswa Dalam Pembelajaran PJOK. Jurnal Penjakora, 8(1), 71. https://doi.org/10.23887/penjakora.v8i1.30752

Chang, K. E., Zhang, J., Huang, Y. S., Liu, T. C., & Sung, Y. T. (2020). Applying augmented reality in physical education on motor skills learning. Interactive Learning Environments, 28(6), 685–697. https://doi.org/10.1080/10494820.2019.1636073

Erbas, C., & Demirer, V. (2019). The effects of augmented reality on students’ academic achievement and motivation in a biology course. Journal of Computer Assisted Learning, 35(3), 450–458. https://doi.org/10.1111/jcal.12350

Eriyanto, G., Roesminingsih, M. ., Soedjarwo, & Soeherman, I. K. (2021). The Effect of Learning Motivation on Learning Independence and Learning Outcomes of Students in the Package C Equivalence Program. IJORER : International Journal of Recent Educational Research, 2(4), 455–467. https://doi.org/10.46245/ijorer.v2i4.122

Gholy, M. S., Sumardi, S., & Hadi, S. R. (2022). Pengembangan Model Pembelajaran PJOK Melalui Program SIBBER Untuk Meningkatkan Kebugaran Jasmani Berkarakter Sportivitas. JOSSAE Journal of Sport Science and Education, 6(2018), 134–145. https://doi.org/10.26740/jossae.v6n2.p134-145

Haris, I. N. (2018). Model pembelajaran peer teaching dalam pembelajaran pendidikan jasmani. Biormatika: Jurnal Ilmiah Fakultas Keguruan Dan Ilmu Pendidikan, 4(1), 1–8.

Hidayat, R. (2018). Game-Based Learning: Academic Games sebagai Metode Penunjang Pembelajaran Kewirausahaan. Buletin Psikologi, 26(2), 71. https://doi.org/10.22146/buletinpsikologi.30988

Hyndman, B., SueSee, B., McMaster, N., Harvey, S., Jefferson-Buchanan, R., Cruickshank, V., Barnes, M., & Pill, S. (2020). Physical education across the international media: a five-year analysis. Sport, Education and Society, 25(3), 274–291. https://doi.org/10.1080/13573322.2019.1583640

Iskandar, M. F., & Mayarni, M. (2022). Pengembangan media augmented reality pada materi pengenalan planet dan benda langit pembelajaran IPA sekolah dasar. Jurnal Basicedu, 6(5), 8097–8105. https://doi.org/10.31004/basicedu.v6i5.3730

Kaur, D. P., Mantri, A., & Horan, B. (2020). Enhancing student motivation with use of augmented reality for interactive learning in engineering education. Procedia Computer Science, 172(2019), 881–885. https://doi.org/10.1016/j.procs.2020.05.127

Kul, H. H., & Berber, A. (2022). The effects of augmented reality in a 7th-grade science lesson on students’ academic achievement and motivation. Journal of Science Learning, 5(2), 193–203. https://doi.org/10.17509/jsl.v5i2.42952

Kumalasari, A. N., & Ridwan, M. (2023). Pengaruh Penggunaan Media Augmented Reality Terhadap Hasil Belajar Passing Sepak Bola Peserta Didik. JUMPER (Jurnal Mahasiswa Pendidikan Olahraga), 3(2), 101–112.

Kusumo, D., & Afandi, R. (2021). The effect of augmented reality learning media on motivation and social studies learning outcomes in elementary schools. Academia Open, 4, 1–11. https://doi.org/10.21070/acopen.4.2021.2729

Liang, L., Zhang, Z., & Guo, J. (2023). The Effectiveness of Augmented Reality in Physical Sustainable Education on Learning Behaviour and Motivation. Sustainability, 15(6), 5062. https://doi.org/10.3390/su15065062

Mahendra, I. B. M. (2016). Implementasi augmented reality ( AR ) menggunakan unity 3D dan vuporia sdk. Jurnal Ilmiah ILMU KOMPUTER Universitas Udayana, 9(1), 1–5.

Moreno-Guerrero, A.-J., Garcia, S. A., Navas-Parejo, M. R., Campos-Soto, M. N., & Garcia, G. G. (2020). Augmented reality as a resource for improving learning in the physical education classroom. International Journal of Environmental Research and Public Health, 17(10), 2–13. https://doi.org/10.3390/ijerph17103637

Muhammad, M. (2017). Pengaruh Motivasi Dalam Pembelajaran. Lantanida Journal, 4(2), 87. https://doi.org/10.22373/lj.v4i2.1881

Mustaqim, I. (2016). Pemanfaatan augmented reality sebagai media pembelajaran. Jurnal Pendidikan Teknologi Dan Kejuruan, 13(2). https://doi.org/10.1109/SIBIRCON.2010.5555154

Ozdemir, M., Sahin, C., Arcagok, S., & Demir, M. K. (2018). The effect of augmented reality application in the learning process: A meta-analysis study. Egitim Arastirmalari - Eurasian Journal of Educational Research, 74(2018), 165–186. https://doi.org/10.14689/ejer.2018.74.9

Peng, R., & Fu, R. (2021). The effect of Chinese EFL students’ learning motivation on learning outcomes within a blended learning environment. Australasian Journal of Educational Technology, 37(6), 61–74. https://doi.org/10.14742/ajet.6235

Rosmi, Y. F. (2016). Pendidikan Jasmani Dan Pengembangan Karakter Siswa Sekolah Dasar. Wahana, 66(1), 55–61. https://doi.org/10.36456/wahana.v66i1.482

Sartina, S., & Indartono, S. (2019). Pengaruh motivasi belajar, lingkungan sosial, dan sikap belajar terhadap hasil belajar Ekonomi di SMA/MA. SOCIA: Jurnal Ilmu-Ilmu Sosial, 16(1), 87–100. https://doi.org/10.21831/socia.v16i1.27646

Seviana, R., Rosyida, F., & Atmoko, R. A. (2022). Pengembangan media pembelajaran augmented reality pada pembelajaran geografi materi planet di tata surya. Geodika: Jurnal Kajian Ilmu Dan Pendidikan Geografi, 6(2), 198–208. https://doi.org/10.29408/geodika.v6i2.6122

Shaumiwaty, S., Fatmawati, E., Sari, H. N., Vanda, Y., & Herman, H. (2022). Implementation of augmented reality (AR) as a teaching media in English language learning in elementary school. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(6), 6332–6339. https://doi.org/10.31004/obsesi.v6i6.3398

Shiue, Y.-M., Hsu, Y.-C., Sheng, M.-H., & Lan, C.-H. (2019). Impact of an augmented reality system on students’ learning performance for a health education course. International Journal of Management, Economics and Social Sciences, 8(3), 195–204. https://doi.org/10.32327/ijmess/8.3.2019.12

Sulasteri, S., Rusydi Rasyid, M., & Akhyar, M. (2018). the Effect of the Use of Learning Media Based on Presentation Media on Interest and Mathematical Learning Outcomes. MaPan: Jurnal Matematika Dan Pembelajaran, 6(2), 221–236. https://doi.org/10.24252/mapan.2018v6n2a8

Suryadi, R., Pratiwi, A., & Suwo, R. (2023). Persepsi Mahasiswa Terhadap Media Pembelajaran Berbasis Augmented Reality Pada Mata Kuliah English for Specific Purpose. EPIGRAM (e-Journal), 20(1), 32–42.

Syafriadi, S., Lalu Sapta Wijaya Kusuma, & Rusdiana Yusuf. (2021). Integrasi Permainan Tradisional Dalam Metode Pembelajaran Praktik untuk Meningkatkan Minat Belajar PJOK. Reflection Journal, 1(1), 14–21. https://doi.org/10.36312/rj.v1i1.487

Talan, T., Yilmaz, Z. A., & Batdi, V. (2022). The effects of augmented reality applications on secondary students’ academic achievement in science course. Journal of Education in Science Environment and Health, 8(4), 333–347. https://doi.org/10.55549/jeseh.1193695

Widodo, P., & Lumintuarso, R. (2017). Pengembangan model permainan tradisional untuk membangun karakter pada siswa SD kelas atas. Jurnal Keolahragaan, 5(2), 183. https://doi.org/10.21831/jk.v5i2.7215

Creative Commons License

Este trabalho está licenciado sob uma licença Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Copyright (c) 2023 Synesis (ISSN 1984-6754)

Downloads

Não há dados estatísticos.