Pengaruh Pembelajaran Gamifikasi terhadap Peningkatan VO₂Max dan Kelincahan Siswa SMA

Authors

  • Muhammad Chairul Mu’minin Universitas Muhammadiyah Kalimantan Timur Author
  • Jeane Betty Kurnia Jusuf Universitas Muhammadiyah Kalimantan Timur Author

DOI:

https://doi.org/10.26877/jo.v11i1.316

Keywords:

Gamifikasi, Pendidikan Jasmani, Kelincahan, Kebugaran Jasmani

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh model pembelajaran berbasis gamifikasi terhadap peningkatan kapasitas aerobik (VO₂ max) dan kelincahan siswa sekolah menengah atas. Latar belakang penelitian ini berangkat dari rendahnya tingkat partisipasi dan motivasi siswa dalam pembelajaran Pendidikan Jasmani, yang berdampak pada belum optimalnya perkembangan kebugaran jasmani. Gamifikasi dipandang sebagai pendekatan pedagogis inovatif yang mampu meningkatkan keterlibatan siswa melalui penyediaan elemen permainan seperti poin, tantangan, level, dan sistem penghargaan. Penelitian ini menggunakan desain one-group pretestposttest dengan sampel 36 siswa kelas XII SMA Negeri 1 Loa Janan. Pengumpulan data dilakukan melalui pengukuran VO₂ max dengan Multi-Stage Fitness Test dan kelincahan dengan Illinois Agility Run. Analisis data menggunakan paired sample t-test menunjukkan peningkatan signifikan pada kedua variabel. Nilai rata-rata VO₂ max meningkat dari 31.42 ml/kg/min menjadi 36.88 ml/kg/min (t = 13.47; p < 0.001), sedangkan waktu kelincahan menurun dari 19.84 detik menjadi 17.92 detik (t = –13.42; p < 0.001). Effect size yang sangat besar pada kedua variabel mengindikasikan bahwa intervensi memberikan pengaruh substantif terhadap kebugaran jasmani siswa. Temuan ini menunjukkan bahwa gamifikasi tidak hanya efektif meningkatkan motivasi belajar, tetapi juga mampu menghasilkan peningkatan performa fisik yang terukur. Penelitian ini memberikan kontribusi teoretis dalam pengembangan inovasi pembelajaran pendidikan jasmani serta rekomendasi praktis bagi guru untuk mengintegrasikan gamifikasi secara lebih sistematis dalam proses pembelajaran.

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Published

2026-02-13

How to Cite

Mu’minin, M. C., & Jusuf, J. B. K. (2026). Pengaruh Pembelajaran Gamifikasi terhadap Peningkatan VO₂Max dan Kelincahan Siswa SMA. Jendela Olahraga, 11(01), 88-100. https://doi.org/10.26877/jo.v11i1.316