Pendampingan Penyusunan Media Pembelajaran Interaktif Berbasis Permainan Tradisional untuk Meningkatkan Kreativitas Guru Pendidikan Jasmani di Sekolah Dasar

Authors

  • Fadli Zainuddin Universitas Pendidikan Mandalika Mataram, Indonesia
  • Johan Irmansyah Universitas Pendidikan Mandalika Mataram, Indonesia
  • Sri Erny Muliyani Universitas Pendidikan Mandalika Mataram, Indonesia
  • Rindawan Rindawan Universitas Pendidikan Mandalika Mataram, Indonesia
  • Nurdin Nurdin Universitas Pendidikan Mandalika Mataram, Indonesia
  • Tiassari Janjang Suminar Universitas Pendidikan Mandalika Mataram, Indonesia
  • Fitri Nachamory Oemar Universitas Pendidikan Mandalika Mataram, Indonesia

DOI:

https://doi.org/10.53863/abdibaraya.v5i01.2388

Keywords:

interactive learning media, traditional games, PE teachers, elementary school

Abstract

This Community Service activity aims to improve the competence and creativity of elementary school Physical Education, Sports, and Health (PJOK) teachers in developing interactive learning media based on traditional games. The activity was held in the Hall of SDN 1 Jagaraga, Kuripan District, West Lombok Regency, involving 18 elementary school PJOK teachers. The method used was Participatory Learning and Action (PLA) through stages of coordination, pre-test, material delivery, workshop, media development practice, implementation simulation, mentoring, and post-test. The activity evaluation was carried out using pretest and posttest instruments consisting of 20 questions to measure five competency indicators, namely understanding the concept of interactive learning media, utilizing traditional games as learning media, the ability to design media, the ability to implement media in PE lessons, and the ability to evaluate and develop learning media. The results showed an improvement in participants' competencies, indicated by the increase in the average pretest score from 56.39 (fair category) to 86.94 (excellent category), with an average increase of 30.56 points. The summary of the results also showed a change in participants' competency categories, where before the mentoring, 61.1% of participants were in the fair category and 38.9% in the poor category, while after mentoring, 66.7% of participants reached the excellent category and 33.3% were in the good category. Besides improving conceptual understanding, this activity produces interactive learning media products based on traditional games that are ready to be applied in PE classes. Therefore, the mentoring program has proven effective in enhancing teachers' professional competence while encouraging more innovative, context-based learning that also preserves traditional games as part of local wisdom

References

Abidin, H. Z. (2024). Pengaruh Kinerja Guru Terhadap Prestasi Peserta Didik. AKSARA: Jurnal Ilmu Pendidikan Nonformal, 10(1), 457–466. https://doi.org/10.37905/aksara.10.1.457-466.2024

Ali, A., Venica, S. D., Aini, W., & Hidayat, A. F. (2025). Efektivitas media pembelajaran interaktif dalam meningkatkan minat dan motivasi belajar siswa sekolah dasar. Journal of Information System and Education Development, 3(1), 1–6. https://doi.org/10.62386/jised.v3i1.115

Ardoin, N. M., & Heimlich, J. E. (2021). Environmental learning in everyday life: foundations of meaning and a context for change. Environmental Education Research, 27(12), 1681–1699. https://doi.org/10.1080/13504622.2021.1992354

Arifin, Z., & Wassalwa, S. M. M. (2025). Pendampingan Program Peningkatan Kompetensi Pedagogik Guru dalam Mengembangkan Desain Pembelajaran. Al-Qaryah: Jurnal Pengabdian Masyarakat, 1(1), 28–43. https://turatsstudies.com/index.php/alqaryah/article/view/65

Budianto, A. A. (2026). Pengaruh Program Pengembangan Keprofesian Berkelanjutan (PKB) terhadap Peningkatan Kompetensi Pedagogik dan Profesional Guru Sekolah Dasar di SDN Waru Timur 3 dan SDN Batu Kerbuy 1 Kecamatan Waru, Kabupaten Pamekasan. Civiora: Jurnal Pengabdian Kepada Masyarakat, 1(1), 8–15. https://ejournal.badruddininstitut.or.id/index.php/Civiora/article/view/12

Hadi, S., & Hermawan, A. (2024). Implementasi media pembelajaran interaktif taktis meningkatkan efektivitas pembelajaran. Jurnal Simki Pedagogia, 7(2), 436–447. https://doi.org/10.29407/jsp.v7i2.693

Hasanbasri, H., Algusyairi, P., Nurhayuni, N., & Afriza, A. (2023). Memahami Androgogi dan Pedagogi: Pendekatan Efektif dalam Membimbing Pembelajaran Orang Dewasa. AL-MIKRAJ Jurnal Studi Islam Dan Humaniora (E-ISSN 2745-4584), 4(1), 536–547. https://doi.org/10.37680/almikraj.v4i1.4004

Hayyu, H. F., Istiwaningsih, D., Damara, T. D., & Diyana, L. (2026). Peran Scaffolding Dalam Pengembangan Bahasa Anak Usia Dini: Kajian Teori Lev Vygotsky. Walada: Journal of Primary Education, 5(2), 1836–1849. https://doi.org/10.61798/wjpe.v5i2.752

Ismail, I. (2026). Kajian Teoretis Integrasi Model Multiple Intelligences Dan Experiential Learning Dalam Pembelajaran. AL-MUADDIB: Jurnal Kajian Ilmu Kependidikan, 8(1), 163–182. https://doi.org/10.46773/a1hvfy04

Jannah, L. (2025). Peningkatan Minat Belajar melalui Pendekatan Pembelajaran Berbasis Game pada Anak Usia 5-6 Tahun di RA Darul Ulum Mayang Jember. Journal of Early Childhood Education Studies, 5(2), 455–488. https://doi.org/10.54180/joeces.v5i2.592

Karimah, L., Antika, W. T., & Nur, D. M. M. (2025). Meningkatkan Keterlibatan Siswa Kelas VIII Menggunakan Media Pembelajaran Berbasis Game. RUKASI: Jurnal Ilmiah Perkembangan Pendidikan Dan Pembelajaran, 2(03), 107–113. https://doi.org/10.70294/nb922n30

Kinanthi, G. S., Saputri, N. F., & Rosita, N. A. (2024). Pentingnya pengembangan kompetensi profesionalisme guru dalam menghadapi transformasi pendidikan abad 21. Social, Humanities, and Educational Studies (SHES): Conference Series, 7(3), 729–738. https://doi.org/10.20961/shes.v7i3.91652

Mas’ odi, M. odi. (2024). Kerangka Desain Pembelajaran Game untuk Peningkatan Keterampilan Sosial di Pendidikan Jasmani. Jurnal Penelitian Tindakan Kelas, 2(2), 77–88. https://journal.assyfa.com/index.php/jptk/article/view/248

Masdar, A. K. C., Nadira, L., Murnika, Y., & Wismanto, W. (2024). Pemilihan media pembelajaran yang tepat untuk meningkatkan hasil pencapaian belajar peserta didik. Edukasi Elita: Jurnal Inovasi Pendidikan, 1(3), 76–85. https://doi.org/10.62383/edukasi.v1i3.243

Muhartini, M., Mansur, A., & Bakar, A. (2023). Pembelajaran kontekstual dan pembelajaran problem based learning. Lencana: Jurnal Inovasi Ilmu Pendidikan, 1(1), 66–77. https://doi.org/10.55606/lencana.v1i1.881

Permendikbudristek. (2022). Peraturan Menteri Pendidikan Dan Kebudayaan Republik Indonesia Nomor 16 Tahun 2022 Tentang Standar Proses Pendidikan Dasar Dan Menengah. In Kemendikbudristek. Permendikbudristek.

Puntambekar, S. (2022). Distributed Scaffolding: Scaffolding Students in Classroom Environments. Educational Psychology Review, 34(1), 451–472. https://doi.org/10.1007/s10648-021-09636-3

Ramdani, A., Adawiah, S. U., & Solihin, M. W. (2025). Makna Simbolik dan Nilai Karakter dalam Permainan Tradisional Egrang sebagai Media Pembelajaran Karakter Siswa Sekolah Dasar. Jurnal Ilmu Pendidikan Dasar Indonesia, 4(4), 201–212. https://doi.org/10.51574/judikdas.v4i4.3778

Raudoh, S., & Kusumastuti, F. A. (2025). Pengaruh pelatihan guru terhadap profesionalisme guru sekolah dasar. Social, Humanities, and Educational Studies (SHES): Conference Series, 8(3), 1847–1855. https://doi.org/10.20961/shes.v8i3.107449

Safitri, S., & Mariyati, Y. (2025). Optimalisasi Pembelajaran Melalui Kegiatan Bermain Pada Anak SD. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(04), 230–238. https://doi.org/10.23969/jp.v10i04.36800

Sugiarti, D., Hendriawan, D., Mulyasari, E., Wulandari, H., & Zakarneh, N. (2025). Peran Media Pembelajaran Dalam Meningkatkan Minat Belajar Siswa Sekolah Dasar. Kalam Cendekia: Jurnal Ilmiah Kependidikan, 13(2), 833–842. https://doi.org/10.20961/jkc.v13i2.97689

Sustiana, M., Abdurrahmansyah, A., Amalia, N., & Yolanda, K. (2025). Meningkatkan kompetensi guru untuk mewujudkan pendidikan berkualitas. Jurnal Riset Madrasah Ibtidaiyah (JURMIA), 5(1), 90–100. https://doi.org/10.32665/jurmia.v5i1.4128

Syamsurrijal, A. (2020). Bermain sambil belajar: permainan tradisional sebagai media penanaman nilai pendidikan karakter. ZAHRA: Research and Tought Elementary School of Islam Journal, 1(2), 1–14. https://doi.org/10.37812/zahra.v1i2.116

Zahwa, F. A., & Syafi’i, I. (2022). Pemilihan pengembangan media pembelajaran berbasis teknologi informasi. Equilibrium: Jurnal Penelitian Pendidikan Dan Ekonomi, 19(01), 61–78. https://doi.org/10.25134/equi.v19i01.3963

Published

2026-06-30

How to Cite

Zainuddin, F., Irmansyah, J., Muliyani, S. E., Rindawan, R., Nurdin, N., Suminar, T. J., & Oemar, F. N. (2026). Pendampingan Penyusunan Media Pembelajaran Interaktif Berbasis Permainan Tradisional untuk Meningkatkan Kreativitas Guru Pendidikan Jasmani di Sekolah Dasar. Abdibaraya, 5(01), 368–379. https://doi.org/10.53863/abdibaraya.v5i01.2388

Issue

Section

Articles