EFEKTIVITAS MODEL PEMBELAJARAN TAKTIS BERBASIS KEARIFAN LOKAL PERMAINAN TRADISIONAL SELODORAN TERHADAP PENINGKATAN MOTIVASI DAN NILAI KARAKTER SISWA KELAS X SMK DM NWDI PERIAN
DOI:
https://doi.org/10.23969/jp.v11i04.69184Keywords:
Tactical Learning Model (TGfU), Traditional Game of Selodoran, Learning Motivation, Character Values.Abstract
This study aims to analyze the effectiveness of a tactical learning model (Teaching Games for Understanding/TGfU) based on the traditional game selodoran in improving the motivation and character values of Grade X students at SMK DM NWDI Perian. The study was motivated by low learning motivation and suboptimal character value inculcation in Physical Education (PJOK) lessons, as well as the underutilization of the traditional game selodoran as a learning medium.The study employed a quantitative approach using a Pre-Experimental Design, specifically the One-Group Pretest-Posttest Design. It was conducted at SMK DM NWDI Perian during the even semester of the 2025/2026 academic year. The sample consisted of 30 Grade X students selected via purposive sampling. Data collection techniques included a learning motivation questionnaire, a character value observation sheet, and documentation. Data analysis utilized descriptive statistics, the Shapiro-Wilk normality test, the Paired Sample t-Test, and N-Gain analysis with the aid of SPSS.The results indicate that: (1) student learning motivation increased from an average of 28.17 to 42.00 (an increase of 13.83 points), with a significance value of 0.000 < 0.05 and an N-Gain of 0.4309 (medium category); (2) student character values increased from an average of 36.40 to 53.03 (an increase of 16.63 points), with a significance value of 0.000 < 0.05 and an N-Gain of 0.3810 (medium category). Thus, the tactical learning model (TGfU) based on the traditional game of *Selodoran* has proven effective in enhancing students' learning motivation and character values. Physical Education teachers are encouraged to adopt this model as an active, enjoyable, and contextual learning alternative.
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