Efektivitas Virtual Reality sebagai Media Pembelajaran Teknik Dasar Olahraga pada Generasi Z
DOI:
https://doi.org/10.56916/bip.v4i2.3435Keywords:
Virtual Reality , Pendidikan Jasmani , Pembelajaran Motorik , Generasi Z , Motivasi BelajarAbstract
Pembelajaran pendidikan jasmani di tingkat sekolah menengah menghadapi tantangan dalam menyesuaikan metode pembelajaran dengan karakteristik siswa Generasi Z sebagai digital native learners. Penelitian ini bertujuan untuk menguji efektivitas pembelajaran berbasis Virtual Reality (VR) dibandingkan dengan pembelajaran konvensional dalam meningkatkan penguasaan teknik dasar olahraga, pemahaman kognitif, dan motivasi belajar siswa. Penelitian menggunakan pendekatan kuantitatif dengan desain quasi-experimental pretest–posttest control group. Sampel penelitian terdiri atas 60 siswa SMA kelas X di Jakarta yang dibagi ke dalam kelompok eksperimen (pembelajaran berbasis VR) dan kelompok kontrol (pembelajaran konvensional). Instrumen penelitian meliputi tes keterampilan psikomotorik, tes pemahaman kognitif, dan kuesioner motivasi belajar. Data dianalisis menggunakan statistik deskriptif dan inferensial dengan Independent Sample t-test serta perhitungan effect size. Hasil penelitian menunjukkan bahwa kelompok eksperimen mengalami peningkatan yang signifikan dan lebih tinggi dibandingkan kelompok kontrol pada seluruh variabel yang diukur, dengan ukuran efek sangat besar pada aspek psikomotorik (Cohen’s d = 1,92), kognitif (Cohen’s d = 1,34), dan motivasi belajar (Cohen’s d = 1,61). Temuan ini menunjukkan bahwa pembelajaran berbasis VR efektif sebagai media pembelajaran inovatif yang mendukung pembelajaran keterampilan motorik, pemahaman konseptual, dan motivasi siswa. Penelitian ini memberikan kontribusi teoretis terhadap kajian motor learning dan embodied cognition, serta implikasi praktis bagi pengembangan kurikulum dan transformasi pembelajaran pendidikan jasmani di era digital.
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