Pengembangan Model Media Pembelajaran untuk Meningkatkan Pemahaman Konsep Teknik Dasar Renang pada Siswa melalui Vitual Reality

Authors

  • Syahril Adam Institut Sains dan Kependidikan Kie Raha maluku Utara
  • Zainul Aziz Institut Sains dan Kependidikan Kie Raha maluku Utara
  • Andi Ade Surya Institut Sains dan Kependidikan Kie Raha maluku Utara

DOI:

https://doi.org/10.31539/wxf2yk09

Keywords:

Media Pembelajaran, Pemahaman Konsep, Teknik Dasar Renang, Vitual Reality

Abstract

This study aims to develop virtual reality-based learning media to improve students' understanding of basic swimming techniques. The research and development method was applied, involving students at State Senior High School 10, East Halmahera. The feasibility test results showed that 80% of respondents gave the developed VR media a "Very Good" rating. Furthermore, the validity and reliability tests of the research instruments demonstrated the validity and consistency of the data. Statistical analysis using the Mann-Whitney test indicated a significant increase in conceptual understanding in the experimental group using VR media, while the control group showed no significant improvement. Therefore, this study concludes that VR learning media is effective in improving conceptual understanding of basic swimming techniques and has the potential to become a relevant innovation in sports learning.

Keywords: Learning Media, Conceptual Understanding, Basic Swimming Techniques, Virtual Reality

References

Analyti, E., Charitou, R., Pesmatzoglou, E., Stavrogiannopoulou, M., Schoina, I., Travlou, C., & Mitroyanni, E. (2024). Virtual Reality in Education: Transforming Learning through Immersive Technology. Technium Education and Humanities, 10, 1. https://doi.org/10.47577/teh.v10i.11766

Ariani, D. (2020). Gamifiksi untuk Pembelajaran. https://doi.org/10.21009/JPI.032.09

Aryana, I. M., Irwanti, N. K. D., & Santika, I. P. (2025). Pengaruh Kepemimpinan Transformasional dan Budaya Organisasi terhadap Kinerja melalui Kepuasan Kerja Karyawan pada Amerta Experience.

Budiastuti, D., & Bandur, A. (2018). Validitas dan Reliabilitas Penelitian : Dengan Analisis dengan NVIVO, SPSS dan AMOS.

Cabrera-Duffaut, A., Llorente, A. M. P., & Rodríguez, A. I. (2024). Immersive learning platforms: analyzing virtual reality contribution to competence development in higher education—a systematic literature review. Frontiers in Education, 9. https://doi.org/10.3389/feduc.2024.1391560.

Darmawan, A., Wardhana, M. I., & Samodra, J. (2021). Perancangan Game 3D sebagai Pengenalan Lingkungan Kampus Universitas Negeri Malang. JoLLA Journal of Language Literature and Arts, 1(10), 1341. https://doi.org/10.17977/um064v1i102021p1341-1357

Dewi, M. A., Rahayu, I. A. T., Nashikhah, M., & Yuniati, M. (2024). Pengembangan Handout Digital Berbasis Aplikasi Ibis Paint X Pada Materi Pembuatan Desain Busana. Jurnal Bintang Pendidikan Indonesia, 2(2), 239. https://doi.org/10.55606/jubpi.v2i2.2983

Dewi, N. Pt. N., Suadnyana, I. Ngh., & Suniasih, N. Wyn. (2019). Pengaruh Model Problem Based Instruction Berbantuan Media Lingkungan terhadap Kemampuan Berpikir Kritis IPA. Thinking Skills and Creativity Journal, 2(2), 83. https://doi.org/10.23887/tscj.v2i2.20758

Dharma, S., Jadmiko, P., & Azliyanti, E. (2020). Aplikasi SPSS Dalam Analisis Multivariates.

Diana, M. N., & Wiyatmo, Y. (2023). Keefektifan Pembelajaran Fisika Berbasis Flippedlearning Menggunakan Edmodo Ditinjau Dari Peningkatan Hasil Belajar Aspek Kognitif Dan Kemandirian Belajar Peserta Didik Sma Muhammadiyah 1 Yogyakarta. Jurnal Pendidikan Fisika, 10(2), 1. https://doi.org/10.21831/jpf.v10i2.11096

Dwijayanti, K., Santoso, S., Muryadi, A. D., Febrianti, R., & Firdaus, M. (2024). Pengaruh Penggunaan Alat Swim Vest dan alat Swimming Board terhadap Kemapuan Renang Gaya Bebas Siswa Sekolah Dasar. Jurnal Pendidikan Kesehatan Rekreasi, 10(2), 289. https://doi.org/10.59672/jpkr.v10i2.3855

Fatimah, S., Wahyuningsih, S., & Syamsuddin, M. M. (2019). Penerapan Model Pembelajaran Kontekstual Untuk Meningkatkan Keterampilan Proses Sains Pada Anak Usia 4-5 Tahun. Kumara Cendekia, 7(3), 324. https://doi.org/10.20961/kc.v7i3.37613

Febriansah, A. T., Syaifuddin, A., & Soepriyanto, Y. (2024). Perkembangan Gamifikasi di Bidang Pendidikan.

Habsy, B. A., Azizah, E. F. N., & Sofiana, S. (2024). Strategi Asesmen Kebutuhan Siswa di Sekolah Menengah Pertama: Perancangan Berbasis Data dan Analitik. TSAQOFAH, 4(3), 2024. https://doi.org/10.58578/tsaqofah.v4i3.2984

Harris, D., Bird, J. M., Smart, P., Wilson, M., & Vine, S. J. (2020). A Framework for the Testing and Validation of Simulated Environments in Experimentation and Training [Review of A Framework for the Testing and Validation of Simulated Environments in Experimentation and Training]. Frontiers in Psychology, 11. Frontiers Media. https://doi.org/10.3389/fpsyg.2020.00605

Heriyanto, H., & Makmur, A. (2025). Efektifitas Belajar dan Menghafal melalui Media Lagu dengan Aplikasi SUNO AI pada Pelajaran Desain Grafis. Ideguru Jurnal Karya Ilmiah Guru, 10(2), 1238. https://doi.org/10.51169/ideguru.v10i2.1643

Hoiriya, H., Sumiharsono, M. R., & Muljono, M. (2019). Pengaruh Model Pembelajaran Kontekstual Terhadap Perkembangan Kognitif Dan Fisik Motorik Anak Di Tk Pgri Bhakti Lestari Kabupaten Jember The Influence Of Contextual Learning Model On Cognitive And Motoric Physical Development Of Children In Pgri Bhakti Lestari Kindergarten Jember.

Junaidi, J. (2023). Modul Metodologi Penelitian dan Statistik Kesehatan.

Kattz, M. J. (2006). From Research to Manuscript: a guide to scientific writing.

Kumala, F. N., Ibrahim, J., Ambarwati, H. A., Mafulah, S., & Rahayu, S. (2023). Mock Up Based on Android Through Multimedia Development Live Cycle : Science Meaningfull Learning. Journal of Education Technology, 7(1), 133. https://doi.org/10.23887/jet.v7i1.51890

Kurniawan, A. W., & Puspitaningtyas, Z. (2016). Metode Penelitian Kuantitatif. In Philosophy of Science.

Kurniawan, B., K., I. B., Widiastuti, N. P. K., & Ahmad, R. A. R. (2021). Pengembangan Multimedia Interaktif dengan Metode EPIC 5C berbasis Model Case-Based Learning pada Materi Tematik Terpadu Kelas V. Jurnal Edutech Undiksha, 9(2), 312. https://doi.org/10.23887/jeu.v9i2.41368

Kusumah, F. G., Sudianto, Maria, H. D., Pamungkas, A., & Nugraha, J. (2024). Virtual Tour Untuk Pengenalan Lingkungan dan Fasilitas Kampus Universitas Bakti Tunas Husada Bagi Mahasiswa Dan Calon Mahasiswa.

Lindayani, N. P. S., Putra, M. M., & Manuaba, I. B. S. (2019). Pengaruh Model Pembelajaran Value Clrification Technique Bermuatan Nilai Karakter Terhadap Kompetensi Pengetahuan PPKn. Thinking Skills and Creativity Journal, 2(2), 47. https://doi.org/10.23887/tscj.v2i2.20709

Mahfudah, S., Susatyo, A., & Widyaningrum, A. (2019). Keefektifan Model Problem Based Learning terhadap Kemampuan Berpikir Kritis Tema Panas dan Perpindahannya. Thinking Skills and Creativity Journal, 2(1), 11. https://doi.org/10.23887/tscj.v2i1.18378

Mambu, J. Y., Wahyudi, A. K., & Hezky, G. (2019). “JUMP”: Game Simulasi Olahraga Berbasis Virtual Reality dengan Sensor Accelerometer. Nutrix Journal, 3(2), 58. https://doi.org/10.37771/nj.vol3.iss2.408

Maulana, F. I., & Purnomo, A. (2021). Development of Virtual Reality Application to Increase Student Learning Motivation with Interactive Learning in Vocational Education. IOP Conference Series Materials Science and Engineering, 1071(1), 12019. https://doi.org/10.1088/1757-899x/1071/1/012019

Namli, S., Özdemir, K., Şen, İ., & Bedir, D. (2025). Virtual reality-supported video modeling for enhancing motor skill acquisition in swimming. BMC Sports Science Medicine and Rehabilitation, 17(1). https://doi.org/10.1186/s13102-025-01241-z

Nazara, W., & Made Tegeh, I. (2023). Busy Book Media Based on a Contextual Approach in Improving Fine Motor Skills in Early Childhood.

Novian, D., Triyono, M. B., Pardjono, P., & Wardani, R. (2024). Scuba Diving Virtual Reality Media Design as Underwater Tourism Preparation. In Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research (p. 712). https://doi.org/10.2991/978-2-38476-198-2_97

Osborne, J. W. (2013). Data Cleaning Best Practices.

Panorama, M., & Muhajirin. (2017). Pendekatan Praktis Metode Penelitian Kualitatif dan Kuantitatif.

Prasetyowibowo, A., Graha, A. S., Suherman, W. S., Guntur, G., & Rismayanthi, C. (2023). Developing an android-based learning media for physical education to enhance high School students’ learning outcomes. International Journal of Physical Education Sports and Health, 10(6), 152. https://doi.org/10.22271/kheljournal.2023.v10.i6c.3148

Rahmawati, N. D., Buchori, A., & Ghoffar, M. H. A. (2022). The Effectiveness of Using Virtual Reality-Based Mathematics Learning Media With an Ethnomathematical Approach. KnE Social Sciences. https://doi.org/10.18502/kss.v7i14.12050

Riyana, C., & Setiawan, B. I. (2023). 3D Interactive Virtual Reality Media to Improve Learning Outcomes in Thematic Subjects. JPI (Jurnal Pendidikan Indonesia), 12(2), 223. https://doi.org/10.23887/jpiundiksha.v12i2.58472

Riyana, C., & Setiawan, B. I. (2023). 3D Interactive Virtual Reality Media to Improve Learning Outcomes in Thematic Subjects. JPI (Jurnal Pendidikan Indonesia), 12(2), 223. https://doi.org/10.23887/jpiundiksha.v12i2.58472

Samsu. (2017). Metode Penelitian: Teori dan Aplikasi Penelitian Kualitatif, Kuantitatif, Mixed Methods, serta Research & Development.

Setiaman, S. (2020). Merancang Kuesioner untuk Penelitian.

Sinambela, L. P. (2014). Metodologi Penelitian Kuantitatif; Untuk Bidang Ilmu Administrasi, Kebijakan Publik, Ekonomi, Sosiologi, Komunikasi dan Ilmu Sosial Lainnya.

Sugiyono, S. (2014). Metode Penelitian Kuantitatif, Kualitatif dan R&D. http://digilib.fe.unj.ac.id/index.php?p=show_detail&id=4883

Sulhan, M., & Sadasri, L. M. (2021). Jaga Komunikasi Kontemporer: Ranah, Riset dan Realitas.

Suradika, A., & Wicaksono, D. (2019). Metode Penelitian.

Tsaaqib, A., Buchori, A., & Endahwuri, D. (2022). Efektivitas Penggunaan Media Pembelajaran Virtual Reality (Vr) Pada Materi Trigonometri Terhadap Motivasi Dan Hasil Belajar Matematika Siswa SmA. JIPMat, 7(1), 11. https://doi.org/10.26877/jipmat.v7i1.9950

Tsaaqib, A., Buchori, A., & Endahwuri, D. (2022). Efektivitas Penggunaan Media Pembelajaran Virtual Reality (Vr) Pada Materi Trigonometri Terhadap Motivasi dan Hasil Belajar Matematika Siswa Sma. JIPMat, 7(1), 11. https://doi.org/10.26877/jipmat.v7i1.9950

Umar, T., Sholeh, M., Utomo, A. R. S., Azzahra, S. S., Rozzaq, B. N., & Nasirudin, M. E. A. (2025). Mengenalkan Keterampilan Dasar Renang untuk Siswa-Siswi Sekolah Dasar Negeri 01 Plesungan Karanganyar Tahun 2024/2025. PROFICIO, 6(2), 631. https://doi.org/10.36728/jpf.v6i2.5051

Utami, I., & Putra, I. L. I. (2020). Ekologi Kuantitatif Metode Sampling dan Analisis Data Lapangan.

Walliman, N. (2011). Research Methods : The Basics.

Widoyoko, S. E. P. (2013). Pengembangan Model Evaluasi Kualitas Dan Output Pembelajaran Ips Di Smp. Jurnal Penelitian Dan Evaluasi Pendidikan, 11(1). https://doi.org/10.21831/pep.v11i1.1417

Yunika Sari, V., M.Si, R., Salim, I., Martono, H., & Sulistyarini, Hj. (2018). Pengaruh Interaksi Teman Sebaya Tehadap Perilaku Sosial Siswa Kelas XI IIS di SMAN 2 Pontianak.

Yusuf, A. M. (2014). Metode Penelitian; Kuantitatif, Kualitatif, dan Penelitian Gabungan.

Downloads

Published

2025-12-31