DEVELOPMENT OF TRADITIONAL GAMES-BASED & SCIENTIFIC APPROACH-ORIENTED THEMATIC LEARNING MODEL Sekar Purbarini Kawuryan1, Supartinah2, Woro Sri Hastuti3 1 [email protected], [email protected], [email protected] Abstract The phenomenon is happening today shows that the children's world enlivened with high tech playing facilities. The playing facilities includes a game featured in the video game, playstation, games, and software that can be downloaded using a mobile phone so easy. The games are categorized as mechanic games with recreational illusion. There are many weaknesses of the mechanic games. The activities undertaken is passive play, the game is simply to give pleasure, and less stimulating mental development of children in the process of interaction with the environment. There is in contrast to the function of the game for children, which is as educational activities to help the process of psychic development and a means of socialization. The research objective of this second year are: (1) to produce guidelines for teachers in implementing traditional games-based and scientific approach-oriented thematic learning model, (2) to produce students pocketbook, and (3) validating and testing the products. This research method using the approach of Research and Development Borg and Gall version. Subjects were 3 experts, 37 teachers and 106 students. Samples were selected purposively. Data were collected through interviews, observations, and questionnaires. Data were analyzed quantitatively and qualitatively. The results show that the teachers guide get 3.8 (very good) score from subject matter experts, 3.8 score from learning experts, 3.8 score from curriculum experts, 3.9 score from media experts, and 3.8 score from cultural experts. The response from the teacher questionnaire obtained a score of 3.2. Meanwhile, students pocketbook get 3.9 score from subject matter experts, 3.7 score from learning experts, 3.9 score from curriculum experts, 3.9 score from media experts, and 3.8 score from cultural experts. It can be concluded that the developed research products fit for use. Keywords: thematic learning model, traditional games, scientific approach Introduction The entry of modern culture has positive and negative implications toward the existence of the traditional game. The rapid development of information technology (IT) directly or indirectly has led to the displacement of various traditional games in Yogyakarta. Some games are still remain there because the existence is still considered to be relevant to people's lives. But many are gone and replaced with a new game. The phenomenon is happening today shows that the children's world enlivened with facilities to play high tech, ranging from video games, playstation, until the games that can be downloaded easily using similar gadgets ipad, tablet, and so on. The games that have been mentioned are categorized as mechanics game with illusion recreational. Many weaknesses of the game, including activities conducted passive play, just have fun, and less stimulating mental development of children in the process of interaction with the environment during play. This was in contrast to the function of the game for children, one of which is as educational activities to help the process of psychic development and a means of socialization for children. Therefore, children need the kind of game that is more focused and educate. The traditional game contains values that are important to continue to be preserved and internalized to the elementary school students. This effort to save the existence of the traditional game of the modern game's insistence that all sophisticated and certainly much more interesting. The government through the Curriculum 2013 has introduced some of the traditional game at fourth grade students. One of the basic competency of PJOK (Physical Education and Health) in Curriculum 2013 explicitly had asked the students to practice basic movements combined to form the basis of athletic movement that is based on the road and run through the game and or traditional. However, the introduction of traditional games in Curriculum 2013 was still limited to a few types of games only. In addition, a guide for teachers to carry out thematic learning based on traditional game and oriented to scientific approach is also not yet available. Based on the above problems, this research sought to develop a model based on traditional game that can be learned thematically with orientation of scientific approach. Thematic learning model developed from other types of traditional games in Yogyakarta. This method is expected to solve the problems related to the decreasing of the existence of traditional games, as well as to strengthen the implementation of thematic learning in fourth grade. The first year of this research was produce thematic learning prototype models that have been validated by curriculum expert, subject matter expert, learning expert, media expert, and culture expert and has been tested on a small scale in SD Pujokusuman I. Validation of material experts get a mean score 3.8 (very good), curriculum experts 3.7 (very good), learning expert 3.7 (very good), culture expert 3.7 (very good), and media expert 3.8 (very good). Students who become the subject of the trial showed a positive response when learning with prototype models that have been developed. The positive response is evident from the enthusiasm to do all the learning activities that interactive participatory designed and oriented of scientific approach. Integration of traditional game and thematic integrative which focused on contextual applications are also able to involve all students actively. The use of diverse media and contextual learning is able to facilitate students to understand the subject matter. This is evidenced by the satisfactory value of the products produced by students during the learning process. Based on the research results of the first year, prototype model that has been developed can be implemented by elementary school teachers if there is a guidelines. In addition to the practical guide for teachers, this research also developed a handbook for students. Teacher guidelines and the student pocket book also comes with instructional videos that are packed to facilitate the implementation of thematic learning based on the traditional game. The research about traditional games have been done by Misbach (2006: 7). The result shows that traditional games can stimulate various aspects of child development. These aspects may include psychomotor, cognitive, emotional, language, social, spiritual, ecological, and values/morals. Widodo (2010) analyzed the content of character education in the song of Dolanan Anak. Some of the educational value of the character found were religious value, cooperation and togetherness, national values, and aesthetics. Dolanan Anak was sang not only as a supplement, but also contains a message and the values of manners. Meanwhile, Kurniati's research (2011: 13) found that children traditional games can stimulate cooperation development, help the child adjust to, interacting positively, self-control, develop empathy towards a friend, obey the law, and respect for others. Traditional games also teach sportsmanship with mutually agreed rules. Although there has been a general rule, but to start a game children's should negotiate beforehand and make a mutual agreement. Interactions were awakened not only in the level of physical togetherness (socio-physical) but also affective (socio-affective) and psychological (sociopsychological). Another research conducted specifically about the hopscotch (Engklek) game. Iswinarti's research (2010: 9) indicates that hopscotch has terapiutik values and useful in addressing the problems of children. The therapeutic value are as follow: (1) early detection of children problem, (2) physical development, (3) mental health, (4) problem solving, and (5) social value. Venny Indria Ekowati's research results (2012) found that there are forty-one traditional games in the manuscripts of Dolanan Bocah Klaten. Various types of such games include Kauman, Kothekan, Ki Lumpang Ki Lompong, Kubuk, Raton, and Soyang-Soyang. These sixth traditional games are integrated into thematic learning model with orientation of scientific approach. The application of scientific approach in the implementation of thematic learning is expected to facilitate the students to have the attitudes, skills and knowledge that much better. Students are also expected to be more creative, innovative, and productive, so that will be able to face the problems and challenges in his day (Sisdiknas, 2012). Implementation of thematic learning using traditional games as a base material is one of the alternatives offered to facilitate the efforts of the students have the attitudes, skills and good knowledge. Thematic learning model in this resrearch was developed by taking into account the characteristics of elementary school students who are the subject of learning, appropriated to the curriculum in force, and accompanied by the addition of teaching materials about the kinds of traditional game owned by Yogyakarta community. RESEARCH METHODS This study used the approach of Research and Development (R & D) from Borg and Gall version (1983: 775-776). The steps of research & development as well as data collection techniques that have been done in the 2nd year are presented in the following table: Table 1 Stages of Research & Development R & D Cycle Research and information collecting Planning Activities Finding a systematic guide that has been generated by previous researchers Collecting information about a preliminary description of systematic teacher guide and students pocketbook Analysing the results of field surveys and literature Planning the product Data Collection Techniques Printed and electronic literature Interviews Literature review Develop preliminary form of product Preliminary field testing Main product revision Developing product draft Printing product Validating the product draft with expert Making coordination with teachers to discuss the revision of product based on expert advice Testing the product Discuss with experts based on trial results Literature review Panel group discussion Research Results Observation Interview focus group discussion Revising products based on the results of largescale testing Subjects of this research can be observed in the following table. Table 2 Research Subjects No Activity 1 Validation 2 Field testing Sub activity Focus group discussion Learning simulation Training Focus group discussion Number of Subjects 4 teachers 106 students 25 elementary school Teachers 12 elementary school teachers Developing thematic learning model implementat ion guide for teachers and students 1. Results Development of Teacher's Guide and Students’ Handbook Based on Expert Judgement Table 3 Disseminate implementation guide of traditional games-based thematic learning model Interpretation 4 Very helpful 4 Very relevant 4 3 Very suitable Appropriate 4 Very suitable 3 Easy 4 Very capable 4 Very suitable 9 Usefulness of the guide substance Relevance to examples learning device Suitability with knowledge Suitability with teachers needs Suitability with curriculum scope Easy to understand the language Ability to develop the student's motivation Compliance with real-life situations Systematic view 4 10 Attractive design 4 Very coherent Very interesting Very good 1 2 5 6 7 8 Table 4 No 2nd year products 1. Implementat ion guide of thematic learning model 2. The national journal article 3rd year product 1. Adoption of traditional game-based thematic learning model in Yogyakarta 2. The national journal article Rated Aspect Mean 1 1st year products 1. Prototype traditional gamesbased thematic learning model 2. The national journal article Result Validation of the Teacher's Guide From Subject Matter Expert Score No 3 4 3 experts Design of research and development each year are as follows. Finding traditional gamesbased and scientific approachoriented thematic learning model data generated in an expert validation, simulation, training, and focus group discussion. Qualitative data analysis were done through a direct interpretation, while quantitative data were analyzed using descriptive statistics and presented in table form. 2 3 4 5 6 7 8 9 10 Result Validation of the Students’ Pocketbook From Subject Matter Expert Rated Aspect Suitability with the substance of the subject matter Easy step game Ability to clarify the matter Easy to understand the language used Ability to develop the student's motivation Compliance with real-life situations Secure practice game Easy to prepare tools and materials Systematic view Attractive design Mean Figure 1. Research Design There are two types of data generated in this research, namely quantitative and qualitative data. The qualitative data generated at the time of the preliminary research and the development of teacher guide and student pocketbook. While quantitative 3,8 Score Interpretation 4 Very suitable 4 4 3 Very easy Very capable Easy 4 Very capable 4 Very suitable 4 4 Very safe Very easy 4 4 Very coherent Very interesting Very good 3,9 Table 5 No 1 Rated Aspect Suitability with the principle of thematic learning The integration of a variety of subjects Breadth of material substance The ability to create multidirectional communication Easy to understand the language Suitability with the level of students' progress Meaningfulness of learning experiences designed The accuracy of thematic learning step Suitability with time allocation The accuracy of assessment instruments Mean 2 3 4 5 6 7 8 9 10 Table 6 No 1 Rated Aspect 3 4 5 6 7 8 9 10 Table 7 No 2 3 4 5 6 Interpretation 8 4 Very suitable 9 3 Relevant 10 4 Very suitable 4 Very good 3 Easy 4 Very suitable 4 4 Very meaningful Very accurate 2 3 4 4 Very suitable 5 4 Very accurate 6 3,8 Very good 7 Conformity with the applicable curriculum contents syntax clarity Logically display Systematic structure display Conformity stages with the applicable curriculum Suitability with the Table 8 No 1 Score Interpretation 4 Very meaningful 4 Very clear 3 Easy 3 Easy 4 Very interesting 3 Suitable 4 Very suitable Conformity with the applicable curriculum contents syntax clarity Logically display Systematic structure display Conformity stages with the applicable curriculum Suitability with the scientific approach Meaningfulness of learning activities Ability to create interactive communication Conformity with subjects characteristics Ability to give feedback Mean 8 9 10 No 1 4 3 4 Very suitable 5 4 Very easy 4 3,7 Very suitable Very good 6 Score Interpretation 4 Very suitable 7 8 9 10 Rated Aspect Table 10 4 4 4 Very clear Very logic Very well No 4 Easy 2 4 Very suitable 3 1 4 Very meaningful Very good 4 Very good 4 3,8 Very good Very good Score Interpretation 4 Very suitable 4 4 4 Very clear Very logic Very good 4 Easy 4 Very suitable 4 Very meaningful 3 Very good 4 Very good 4 3,9 Very good Very good Result Validation of the Teacher’s Guide From Media Expert Conformity language with users think ability Easy to understand the language Easy to practice the book Appropriateness of the contents with students characteristics The ability to develop student's motivation The ability to involve students actively Compliance with real-life situations Systematic view Easy to applicate Attractive design Mean 2 4 Result Validation of the Students’ Pocketbook From Curriculum Expert Rated Aspect Table 9 Result Validation of the Teacher's Guide From Curriculum Expert Rated Aspect scientific approach Meaningfulness of learning activities Ability to create interactive communication Conformity with subjects characteristics Ability to give feedback Mean 7 Score Result Validation of the Students’ Pocketbook From Learning Expert Meaningfulness of the learning experience Clarity describing the content Easy to understand the language Easy to understand the game steps The attractiveness of game to practice Suitability with daily activities Suitability with material substance Suitability with level of students' progress Easy to obtain equipment and materials Suitability with small size Mean 2 1 Result Validation of the Teacher's Guide From Learning Expert Score Interpretation 4 Very suitable 4 Very easy 4 3 Very easy Appropriate 4 Very good 4 Very suitable 4 Very meaningful 3 4 4 3,9 Very good Very easy Very interesting Very good Result Validation of the Students’ Pocketbook From Media Expert Rated Aspect Conformity language with users think ability Easy to understand the language Easy to practice the book Score Interpretation 4 Very suitable 4 Very easy 4 Very easy 4 Appropriateness of the contents with students characteristics The ability to develop student's motivation The ability to involve students actively Compliance with real-life situations Systematic view Easy to applicate Attractive design 5 6 7 8 9 10 Mean Table 11 No 1 Suitability models and applications with the development of culture idea 2 Suitability models and applications with development of values, norms, and moral 3 Suitability integration of knowledge, attitudes, and skills with the development of culture idea 4 Suitability integration of knowledge, attitudes, and skills with the development of values, norms, and moral 5 suitability integration of traditional game-based with learning culture-based 6 Suitability integration of traditional games with the values, norms, and moral 7 Relevance of the model with daily life 8 Suitability media with the development of cultural objects 9 Suitability of cultural artefac with characteristics of elementary students 10 The accuracy of cultural artefac integration with the learning step Mean No 1 2 Appropriate 4 Very good 4 Very suitable 4 Very meaningful Very good Very easy Very interesting Very good 4 4 4 3,9 Result Validation of the Teacher’s Guide From Culture Expert Rated Aspect Table 12 3 Score Interpretation 3 Suitable 4 Very suitable 3 Suitable 4 Very Suitable Suitability models and applications with the development of culture idea Suitability models and applications with development of values, norms, and moral No 2 4 Very suitable 4 Very suitable 4 Very suitable 4 Very suitable 4 Very suitable 4 Very suitable 3 4 5 6 7 8 9 3,8 Very good Score Interpretati on 3 Suitable 4 Very suitable 3 Suitable 4 Very Suitable 4 Very suitable 4 Very suitable 4 Very suitable 4 Very suitable 4 Very suitable 4 Very suitable 3,8 Very good Table 13 Teachers’ Respons of the Teacher's Guide 1 Result Validation of the Students’ Pocketbook From Culture Expert Rated Aspect 3 Suitability integration of knowledge, attitudes, and skills with the development of culture idea 4 Suitability integration of knowledge, attitudes, and skills with the development of values, norms, and moral 5 suitability integration of traditional game-based with learning culture-based 6 Suitability integration of traditional games with the values, norms, and moral 7 Relevance of the model with daily life 8 Suitability media with the development of cultural objects 9 Suitability of cultural artefac with characteristics of elementary students 10 The accuracy of cultural artefac integration with the learning step Mean 10 Rated Aspect Clarity description of model implementation Systematically step of model Easy to understanding the lesson The attractiveness of learning activities description Suitability orientation model with students' competency Suitability of subject matter with curriculum Suitability of subject matter with the level of students' progress Easy to prepare the learning materials Ease to understand the language The attractiveness of guidebooks Mean Score Interpretation 3,2 Clear 3,1 Systematic 3,2 Easy 3,2 Interesting 3,3 Suitable 3,2 Suitable 3,2 Suitable 3,3 Easy 3,1 Easy 3,3 Interesting 3,2 Good Discussion Teachers guides and students pocket book that developed in the second year were prototype device that supports the traditional games-based and scientific approach-oriented thematic learning model that has been generated in the previous year. Preparation of supporting devices refers to the core competence and basic competences listed in the curriculum. Based on the curriculum,fourth grade thematic teaching syllabus that have been developed contain basic subjects competencies which tied into a theme, indicator, learning activities, assessment, media and learning resources. The development of traditional games-based and scientific approach-oriented thematic learning model in primary schools include the type of procedural model. This procedural model include syllabus, lesson plan, and evaluation. Syllabus designed referring to the syllabus applicable guidelines and relevant to the implementation of Curriculum 2013. Lesson plan and evaluation developed in accordance with the nature of thematic learning. This essence as proposed by Cook (2004: 57) that the best way to learn is accommodate physical and human thought which is multiple. Some people learning by doing, others by reading, others by seeing. However, although everyone has a different way of learning, there is one thing in common. Something that can be used in the learning process is a greater opportunity to develop long-term memory. One way to develop long-term memory is the thematic learning. Learning scenarios prepared based on a scientific approach. In accordance with Permendikbud No. 103 in 2014, the learning process with a scientific approach based activities implemented in the following characteristics: (1) interactive and inspiring; (2) exciting, challenging, and motivating learners to actively participate; (3) contextual and collaborative; and (4) provide enough space for innovation, creativity, and independent learners, according to their talents, interests, abilities, physical and psychological development of learners. Development is done through the drafting which involve expert judgment and middle scale testing. thematic learning syllabus procedure written in this book are follows the following steps: 1. Examine the core competence and basic competences in the curriculum. Activity assessment is done by selecting a core competence and basic competences that relevant to the traditional games. The assessment was also conducted to select the theme and sub-themes in accordance with the substance of the traditional game as a base material. 2. Determine the competence achievement indicator It is based on indicators of basic competencies in subjects which are bound with theme "Indahnya Kebersamaan" and subtheme "Bersyukur atas Keberagaman" subtheme. 3. Develop thematic learning activities based on traditional games. Thematic learning activities designed to 6 times of learning by using six types of traditional games, namely Kauman, Kothekan, Ki Lumpang Ki Lompong, Kubuk, Raton, and Soyang-Soyang. The use of traditional games have been considering the condition and needs of the learners. 4. Determining the assessment types that are defined in the syllabus has been adapted to the indicator Syllabus of traditional games-based thematic learning that used as examples in this guide have been selected for the fourth grade of elementary school student. Syllabus format consists of: subjects and basic competencies, indicators, learning activities, assessment, media and learning resources. Indicators are translated based on the basic competencies contained in Curriculum 2013. Learning activities that has been designed allow students to actively perform their actions that lead to the achievement of objectives formulated by integrating the traditional games. This activity provides an opportunity to observing, asking, gathering information, processing information, and communicating. This learning activity is subsequently poured suitable format of learning steps in the lesson plan. Learning steps designed procedurally include technical guidance with traditional games-based and scientific approach-oriented thematic learning. This technical manual includes the step of conditioning (apperception, socialization), stage of integration (simulation games, contextual applications, creative tasks, participatory interaction scientifically oriented, active involvement), and the reflection (review of learning, inference, follow-up). Assessment of learning that has been developed in this book is directed to the assessment process and the learning outcomes. Assessment process carried out using student activity, observation sheet, outcome assessment scoring rubric, student worksheet (LKS), and achievement test. The development of assessment instruments adapted to indicators of all the subjects that have been tied into a theme. The selection of media and learning resources include the image and power point slides, as well as real objects related to the material being studied. Learning resources are utilized not only from books, but also teaching materials enrichment, image and puzzle historical heritage, bottle, cup, water, sticks, seeds, traditional food, fruits, books zig-zag, whistle, cardboard crown, diamond paper, plastic balls, paper flags, baseball bat and ball. Media and learning resources are available around the students and so easy being obtained. Media also safe for students. This is in accordance with the opinion of Cecep Kustandi and Bambang Sutjipto (2013: 23) that the practical benefits of the use of instructional media in the learning process can provide a common experience to students, thus enabling direct interaction with teachers, community, and environment. Indicators as a criterion to measure instructional effect in this model was developed to accommodate the complexity of learning outcomes, which includes cognitive, affective, and psychomotor. Formulation of indicators are also based on several criteria as determined by Gronlund and Linn (1990: 33), namely: (1) includes all the essential learning outcomes; (2) aligned with the principles of learning, such as compliance with the age and background of the student experience, related to the needs and interests of students, and includes learning outcomes are generally applicable in a variety of specific situations; and (3) realistically formulated in accordance with the student's ability, time, and the available facilities. ACKNOWLEDGMENT We have taken efforts in this project. However, it would not have been possible without the kind support and help of many individuals and organizations. I would like to extend my sincere thanks to all of them. I am highly indebted to all of professor and staff of “LPPM UNY” for their guidance and constant supervision as well as for providing necessary information regarding the project & also for their support in completing the project. I would like to express my gratitude towards my parents & Dean of Faculty of Education for their kind co-operation and encouragement which help us in completion of this project. My thanks and appreciations also go to my colleague in developing the project and people who have willingly helped me out with their abilities. REFERENCE 1. Cecep Kustandi dan Bambang Sutjipto. (2013). Media Pembelajaran Manual dan Digital. Bogor: Ghalia Indonesia. 2. Cook, Jeremy Wayne. (2004). Integrated Thematic Instruction: A Case Study. USA: Faculty of the Graduate College of Oklahoma State University. 3. Gronlund, Norman E. & Linn, Robert L. (1990). Measurement and Evaluation in Teaching 6th ed. New York: Macmillan Publishing Company. 4. Iswinarti. ( 2010).”Nilai-nilai Terapiutik Permainan Tradisional Engklek untuk Anak Usia Sekolah Dasar”. U n p u b l i s h e d . 5. Kurniati, E. (2011). Program Bimbingan untuk Mengembangkan Keterampilan Sosial Anak Melalui Permainan Tradisional. Unpublished. 6. Misbach, I. (2006). ”Peran Permainan Tradisional yang Bermuatan Edukatif da lam Menyumbang Pembentukan Karakter dan Identitas Bangsa”. Unpublished. 7. Venny Indria Ekowati. (2012). Analisis Budi Pekerti dalam Manuskrip Dolanan Bocah Koleksi Museum Sanabudaya Yogyakarta. Unpublished. CURRICULUM VITAE SEKAR PURBARINI KAWURYAN Contact information Email: [email protected] [email protected] Education M.Pd. Indonesia Yogyakarta State University S.IP. Indonesia Gadjah Mada University Research Experience Development Local Wisdom-Based Thematic Learning Model in Lower Grade, 2013 Development of Workbook to Improving Students Independence of Civics Education in 4th grade of elementary school, 2013-2014 Development of Traditional Games-Based and Scientific Approach-Oriented Thematic Learning Model, 2015-2016 Teaching Experience Basic Concept of Social Studies Social Studies in Elementary School Development of Social Studies in Elementary School Thematic Instruction Innovation and Learning Media in Elementary School
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