PENGEMBANGAN MEDIA PEMBELAJARAN KARTU KARATE PADA EKSTRAKULIKULER KARATE PEMULA DI SD ALAM LENTERA HATI GRESIK
DEVELOPMENT OF KARATE CARD LEARNING MEDIA IN BEGINNERS' KARATE EXTRACURRICULAR COURSES AT ALAM LENTERA HATI ELEMENTARY SCHOOL, GRESIK
Latar Belakang: Pembelajaran ekstrakurikuler karate
pada siswa sekolah dasar masih menghadapi berbagai
kendala, seperti rendahnya motivasi belajar, kesulitan
menghafal istilah dan teknik dasar (kihon), serta penggunaan
metode demonstrasi yang cenderung monoton. Kondisi
tersebut menunjukkan perlunya media pembelajaran yang
lebih interaktif, visual, dan sesuai dengan karakteristik belajar
anak usia sekolah dasar. Tujuan Penelitian: Penelitian ini
bertujuan mengembangkan media pembelajaran Kartu
Karate "Perjalanan Karate Edition" serta menguji tingkat
kelayakan dan respons siswa terhadap media yang
dikembangkan. Metode: Penelitian menggunakan metode
Research and Development (R&D) dengan model ADDIE
yang meliputi tahap Analysis, Design, Development,
Implementation, dan Evaluation. Subjek penelitian terdiri atas
18 siswa peserta ekstrakurikuler karate pemula di SD Alam
Lentera Hati Gresik yang dipilih menggunakan teknik
purposive sampling. Pengumpulan data dilakukan melalui
observasi, wawancara, validasi ahli, angket respons siswa,
dan dokumentasi. Data dianalisis secara deskriptif kuantitatif
menggunakan persentase kelayakan dan respons pengguna.
Hasil: penelitian menunjukkan bahwa media memperoleh nilai validasi ahli sebesar 93,75% dengan kategori sangat
layak, sedangkan respons siswa mencapai 97,69% dengan
kategori sangat positif. Temuan ini menunjukkan bahwa
media Kartu Karate mampu meningkatkan motivasi, fokus,
partisipasi, serta mempermudah siswa memahami teknik
dasar karate melalui pendekatan visual dan permainan
berbasis game-based learning. Kesimpulan: Kebaruan
penelitian ini terletak pada pengembangan media kartu yang
mengintegrasikan ilustrasi teknik kihon dengan sistem
permainan berbasis pos sebagai strategi pembelajaran pada
kegiatan ekstrakurikuler karate sekolah dasar. Dengan
demikian, media yang dikembangkan layak digunakan
sebagai alternatif pembelajaran yang inovatif untuk
meningkatkan kualitas proses latihan karate bagi siswa
pemula.
Kata kunci: Media Pembelajaran, Kartu Karate, Game-Based
Learning, Ekstrakurikuler Karate, ADDIE.
Background of this Study: Extracurricular karate
instruction for elementary school students still faces various
challenges, such as low motivation to learn, difficulty memorizing
basic terms and techniques (kihon), and the use of demonstration
methods that tend to be monotonous. These conditions highlight the
need for learning media that is more interactive, visual, and suited
to the learning characteristics of elementary school-aged children.
Research Objectives: This study aims to develop the “Karate
Journey Edition” Karate Card learning medium and to test its
feasibility and students’ responses to the developed medium.
Method: The study employed the Research and Development (R&D)
method using the ADDIE model, which includes the stages of
Analysis, Design, Development, Implementation, and Evaluation.
The research subjects consisted of 18 beginner students participating
in the karate extracurricular program at SD Alam Lentera Hati
Gresik, selected using purposive sampling. Data collection was
conducted through observation, interviews, expert validation,
student response questionnaires, and documentation. The data were
analyzed using quantitative descriptive methods, focusing on the
percentage of suitability and user response. Results: The results
showed that the media received an expert validation score of 93.75%,
categorized as “highly suitable,” while student responses reached 97.69%, categorized as “very positive.” These findings indicate that
the Karate Card media is capable of enhancing motivation, focus, and
participation, as well as facilitating students’ understanding of basic
karate techniques through a visual approach and game-based
learning. Conclusion: The novelty of this study lies in the
development of a card-based learning medium that integrates
illustrations of kihon techniques with a post-based game system as a
learning strategy for elementary school karate extracurricular
activities. Thus, the developed medium is suitable for use as an
innovative learning alternative to improve the quality of the karate
training process for beginner students.
Keywords: Learning Media, Karate Cards, Game-Based Learning,
Karate Extracurricular Activities, ADDIE.