Motivasi Siswa Sekolah Dasar dalam Mengikuti Program Pembelajaran Luar Kelas dengan Menggunakan Aplikasi Pokemon Go

Rizal Ahmad Fauzi

Abstract


In the era of the industrial revolution 4.0, technology has developed very rapidly. This is felt by every element of society, from parents, adults to children. A positive impact will be felt if its use is in accordance with needs. But, it is different from children who play gadgets based on fun or just play games all the time. It will have an impact on the growth of children and their social and social life which will be hampered. The purpose of this study is to find out how Pokemon GO can increase children's motivation in outdoor education activities in physical education programs. The experiment was conducted in one treatment for 50 elementary school students. They are grade 3 elementary school students from one of the schools in West Java-Indonesia. All respondents were given permission by their parents and school teachers to take part in this study. The results obtained, 86% of students liked and motivated to do outdoor activities using Pokemon GO and 14% did not like for various reasons, including: (1) 2 students felt tired to do physical activities, (2) 5 students did not allowed to play games on smartphones so they don't like to play games.

 

Abstrak

Di era revolusi industri 4.0, teknologi telah berkembang sangat pesat. Hal ini dirasakan oleh setiap elemen masyarakat, baik dari orang tua, dewasa hingga anak-anak. Dampak positif akan terasa jika penggunaannya sesuai dengan kebutuhan. Tapi, berbeda dengan anak-anak yang bermain gadget berdasarkan kesenangan atau hanya bermain game setiap saat. Hal itu akan berdampak pada pertumbuhan anak-anak dan kehidupan sosial-sosial mereka yang akan terhambat. Tujuan dari penelitian ini adalah untuk mengetahui bagaimana Pokemon GO dapat meningkatkan motivasi anak-anak pada aktivitas outdoor education pada program pendidikan jasmani. Percobaan dilakukan dalam satu perlakuan untuk 50 siswa sekolah dasar. Mereka adalah siswa sekolah dasar kelas 3 dari salah satu sekolah di Jawa Barat-Indonesia. Semua responden telah diberikan izin oleh orang tua dan guru sekolah mereka untuk mengambil bagian dalam penelitian ini. Hasil yang diperoleh, 86% siswa menyukai dan termotivasi untuk melakukan kegiatan di luar ruangan dengan menggunakan Pokemon GO dan 14% tidak seperti karena berbagai alasan, di antaranya: (1) 2 siswa merasa lelah untuk melakukan aktivitas fisik, (2) 5 siswa tidak diizinkan untuk bermain game di smartphone sehingga mereka tidak suka bermain game.

 


Keywords


Pokémon GO, Motivasi, Outdoor Education

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References


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DOI: https://doi.org/10.17509/tegar.v3i1.20846

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