PENGARUH PENGENALAN AIR BERBASIS PERMAINAN TERHADAP RASA PERCAYA DIRI DALAM BELAJAR RENANG
THE EFFECT OF GAME-BASED WATER INTRODUCTION ON SELF-CONFIDENCE IN LEARNING TO SWIM
Belajar berenang memerlukan keberanian dan keyakinan atau sikap percaya diri yang perlu di tanamkan pada pesrta. Seperti halnya pelatihan renang di New Barracuda Mansion Swimming Club ditemukan masih terdapat beberapa peserta kurang percaya diri ketika berlatih renang. Melihat hal tersebut, dibutuhkan cara belajar renang yang interaktif untuk membantu peserta merasa lebih percaya diri saat berenang salah satunya dengan menggunakan teknik pengenalan air berbasis permainan. Studi ini menggunakan pendekatan kuantitatif dengan rancangan desain one group pretes postest. Teknik pengambilan data yaitu menggunakan angket respon kepercayaan diri peserta didik sebelum dan sesudah dilaksanakan pengenalan air berbasis permainan, lembar keterlaksanaan pembelajaran, dan lembar penilaian peserta didik. Penerapan pengenalan air berbasis permainan diterapkan di New Barracuda Mansion Swimming Club yang berjumlah 20 peserta. Metode analisis data melibatkan penggunaan statistik melalui uji prasyarat, kemudian diikuti dengan uji hipotesis. Hasil yang didapat dari penelitian ini menunjukkan bahwa pengenalan air yang berbasis permaina memberikan dampak terhadap rasa percaya diri. Hal tersebut, dibuktikan melalui uji paired sample t test dengan hasil sig 0,00 < 0,05 yang artinya bahwa H0 ditolak dan Ha diterima. Dengan demikian, terdapat pengaruh dari pengenalan air berbasis permainan terhadap rasa percaya diri dengan persentase 41%. Bukti lain memperkuat hasil tersebut, melalui nilai pretes 39,5 meningkat menjadi 66,7 memiliki selisih koefisien rata-rata sebesar 27.2 pada saat postest dilakukan sehingga disimpulkan adanya pengaruh yang ditimbulkan dari pengenalan air berbasis permainan terhadap kepercayaan diri pada peserta didik.
Learning to swim requires courage and confidence that needs to be instilled in participants. As with swimming training at the New Barracuda Mansion Swimming Club, it was found that there were still some participants who lacked confidence when practicing swimming. Seeing this, an interactive way of learning swimming is needed to help participants feel more confident when swimming, one of which is by using game-based water introduction techniques. This study used a quantitative approach with a one group pretest postest design. The data collection technique is to use a questionnaire of students' confidence response before and after the implementation of game-based water introduction, learning implementation sheet, and student assessment sheet. The application of game-based water introduction was implemented at the New Barracuda Mansion Swimming Club which totaled 20 participants. The data analysis method involves the use of statistics through prerequisite tests, followed by hypothesis testing. The results obtained from this study indicate that the introduction of game-based water has an impact on self-confidence. This is evidenced by the paired sample t test with a sig result of 0.00 <0.05, which means that H0 is rejected and Ha is accepted. Thus, there is an effect of game-based water introduction on self-confidence with a percentage of 41%. Other evidence reinforces these results, through the pretest value of 39.5 increasing to 66.7 with dengan coefficient different of 27.2 when the posttest is carried out so that it is concluded that there is an influence caused by the introduction of game-based water on self-confidence in students.