Literature Review: Transformasi Pembelajaran Pendidikan Jasmani Melalui Teknologi Interaktif Berbasis Virtual Coaching

Penulis

  • Nuri Muhammadin Masykuri Universitas Kahuripan Kediri
  • Nurul Laili Sa'adah Institut Teknologi Mojosari
  • Dede Nurhadi

Abstrak

Transformasi pembelajaran pendidikan jasmani melalui teknologi interaktif, khususnya virtual coaching, menjadi kebutuhan di era digital. Penelitian ini bertujuan mengkaji efektivitas, tantangan, dan potensi teknologi tersebut melalui metode Systematic Literature Review (SLR). Artikel dikumpulkan dari database Scopus, Google Scholar, DOAJ, dan SINTA, kemudian diseleksi menggunakan alur PRISMA. Dari 852 artikel awal, 41 artikel terpilih dianalisis secara tematik. Hasil menunjukkan bahwa teknologi seperti Virtual Reality (VR), Augmented Reality (AR), aplikasi mobile, dan perangkat wearable mampu meningkatkan motivasi belajar, keterampilan motorik, dan partisipasi siswa. Virtual coaching juga memfasilitasi pembelajaran mandiri berbasis umpan balik real-time. Namun, hambatan seperti keterbatasan infrastruktur, literasi digital guru, dan minimnya integrasi kurikulum masih menjadi kendala. Kajian ini menyimpulkan bahwa teknologi interaktif berpotensi mentransformasi pembelajaran jasmani menjadi lebih personal, adaptif, dan kontekstual. Dukungan kebijakan, pelatihan guru, dan integrasi pedagogik digital dibutuhkan untuk penerapan berkelanjutan.

Referensi

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Akhiruyanto, A., & Yudhistira, D. (2024). Trends in Augmented Reality and Virtual Reality Studies in Sports Education: Bibliometric Analysis of the Scopus Database for 2019 2024. Physical Education Theory and Methodology, 24(4), 643–650. https://doi.org/10.17309/tmfv.2024.4.17

Awaluddin, A., Samsudin, S., Puspitorini, W., & Dahlan, F. (2024). Augmented Reality and Problem Based Learning in Physical Education and Sport Learning: A Literature Review. Advances in Health Sciences Research, 2, 84–92.

Geisen, M., Fox, A., & Klatt, S. (2023). VR as an Innovative Learning Tool in Sports Education. Applied Sciences, 13(4), 2239. https://doi.org/10.3390/app13042239

Kitchenham, B., & Charters, S. (2007). Guidelines for performing Systematic Literature Reviews in Software Engineering. EBSE Technical Report Version 2.3. School of Computer Science and Mathematics, Keele University and Department of Computer Science, University of Durham.

Mokmin, N. A., & Jamiat, N. (2021). The effectiveness of a virtual fitness trainer app in motivating and engaging students for fitness activity by applying motor learning theory. Education and Information Technologies, 26(2), 1847–1864. https://doi.org/10.1007/s10639-020-10337-7

Mukti, J. A. K., Akhyar, M., & Santosa, E. B. (2023). Web-Based Educational Games for Teaching Basic Football Techniques in Secondary School Physical Education. Jurnal Teknologi Pendidikan, 27(1), 1–12. https://doi.org/10.21009/jtp.v27i1.53117

Pratama, G., Nurfitriani, A., & Wibowo, S. (2022). Efektivitas penggunaan video interaktif dalam pembelajaran teknik dasar bola voli. Jurnal Pendidikan Jasmani dan Olahraga, 7(2), 137–146. https://doi.org/10.17509/jpjo.v7i2.46792

Ridwan, M., Aswanda, N., Sumarno, S., Ahmedov, F., & Pranoto, A. (2025). Augmented Reality’s Impact on Learning Motivation in Physical Education: a systematic review. International Journal of Body, Mind and Culture, 12(2), 838

Sumarno, S., Ndayisenga, J., & Nohantiya, P. (2024). Aplikasi smartphone untuk mempromosikan aktivitas fisik melalui spektrum pendidikan jasmani: Aplikasi pembelajaran berbasis tantangan. Jurnal Pendidikan Jasmani Indonesia, 20(2), 1–15. https://doi.org/10.21831/jpji.v20i2.78134

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Xu, Y., Yan, S., & Li, H. (2024). Immersive virtual reality for physical education: A review and future research directions. Journal of Educational Technology Development and Exchange, 17(1), 55–72. https://doi.org/10.18785/jetde.1701.05

Unduhan

Diterbitkan

30-07-2025