1Muhammad Arifianto, 2Hari Yuliarto, 3Jaka Sayidina Ali
1,2,3Universitas Negeri Yogyakarta, Yogyakarta, DIY, 55281, Indonesia
DOI : https://doi.org/10.47191/ijmra/v7-i08-43Google Scholar Download Pdf
ABSTRACT:
Research objectives: (1) to generate products for the development of baseball games targeting elementary school students (SD), (2) to assess the viability of developing a baseball game bat for Physical Education learning (PE learning) in elementary students, and (3) to evaluate the effectiveness of a baseball game bat for Physical Education learning (PE) in enhancing the hitting skills of elementary school students. This study was categorized as Research and Development (R&D) or development research, consisted of the following stages: 1) identification of potential and problems; 2) collection of information; 3) design of the product; 4) validation of the product; 5) revision of the product; 6) conducting product trials; 7) further revision of the product; 8) conducting broader trials; and 9) finalizing the model through revision. The trial participants consisted of third grade students from SD Negeri Dalangan 1 (Dalangan 1 Elementary School) in Minggir District. The trials were conducted on a weekly basis. For small-scale trials, there were 6 students involved, and for large-scale trials, there were 12 students. The sample was determined by using purposive sampling. The selected instruments included a questionnaire for material experts and media experts to assess the eligibility of a batting tool as a medium for learning baseball games, as well as questionnaires to gather student assessment responses. The acquired data would thereafter be quantitatively examined by using descriptive statistics, through the calculation of percentages. The acquired results indicate the following: (1) the development of baseball game batting products goes through nine stages of development, and (2) The assessment of the development tool's viability is based on a) the trial validity conducted by material experts shows that the mean value at 4.89 levels of achievement 97.78% are in the "very feasible" category. b) Media specialists undergo validity testing, resulting in an average value of 4.83. The achievement rates for this testing are at 96.67%, placing it in the "very feasible" category. c) A smallscale feasibility trial is conducted. Students receive an average score of 4.62, which corresponds to 87.23% in the "very feasible" category. The large-scale feasibility trials, conducted through a questionnaire, show an average score of 4.95, which corresponds to 99.10% in the "very feasible" category. Additionally, the t-test results indicate that the mean post-test score of 85.42 is significantly higher than the mean pre-test score of 41.67. The rise can be deemed significant based on the statistical significance (2-tailed) with a p-value of 0.000 (less than 0.05). Therefore, the creation of a castle game bat product is highly viable and efficient for teaching Physical Education for elementary school students.
KEYWORDS:batting tools, development, baseball games, elementary schools.
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Volume 07 Issue 08 August 2024
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