PENGARUH PERMAINAN ENGGO LARI SEBAGAI MEDIA EDUKASI DALAM MENINGKATKAN SELF-AWARENESS LOCAL WISDOM PADA KELAS V SD
Indonesia
DOI:
https://doi.org/10.51878/academia.v6i2.10395Keywords:
Permainan, Enggo Lari, Media Edukasi, Self-Aweraness, Local WisdomAbstract
Globalization and digital technology development have displaced traditional games that previously served as vehicles for transmitting local wisdom values. This phenomenon has resulted in low self-awareness among students regarding their regional cultural identity, particularly in Maluku, which possesses rich cultural heritage. This study aimed to analyze the effect of the Enggo Lari game as an educational medium in enhancing local wisdom-based self-awareness among fifth-grade students at SD Negeri 7 Ambon. The research employed a quantitative approach with a pre-experimental One Group Pretest-Posttest design. The research sample consisted of twenty students selected through saturated sampling technique. The data collection instrument was a local wisdom-based self-awareness questionnaire that had been tested for validity and reliability, yielding a Cronbach's Alpha value of 0.844. Data analysis utilized paired sample t-test and N-Gain test. The results showed a significance value of 0.000, which was smaller than the significance level of 0.05, thus the alternative hypothesis was accepted. The average N-Gain score of 0.323 fell within the moderate category. In conclusion, the Enggo Lari game as an educational medium significantly and moderately effectively enhances local wisdom-based self-awareness among elementary school students
ABSTRAK
Arus globalisasi dan perkembangan teknologi digital telah menggeser eksistensi permainan tradisional yang selama ini menjadi wahana pewarisan nilai-nilai kearifan lokal. Fenomena ini berdampak pada rendahnya kesadaran diri peserta didik terhadap identitas budaya daerahnya, khususnya di wilayah Maluku yang kaya akan warisan budaya. Penelitian ini bertujuan untuk menganalisis pengaruh permainan Enggo Lari sebagai media edukasi dalam meningkatkan self-awareness berbasis kearifan lokal pada peserta didik Kelas V SD Negeri 7 Ambon. Metode penelitian menggunakan pendekatan kuantitatif dengan desain pre-eksperimental One Group Pretest-Posttest. Sampel penelitian berjumlah 20 peserta didik yang dipilih menggunakan teknik sampling jenuh. Instrumen pengumpulan data berupa angket self-awareness berbasis kearifan lokal yang telah diuji validitas dan reliabilitasnya dengan nilai Cronbach's Alpha sebesar 0,844. Analisis data menggunakan uji paired sample t-test dan uji N-Gain. Hasil penelitian menunjukkan nilai signifikansi sebesar 0,000 yang lebih kecil dari taraf signifikansi 0,05, sehingga hipotesis alternatif diterima. Rata-rata nilai N-Gain sebesar 0,323 berada pada kategori sedang. Kesimpulannya, permainan Enggo Lari sebagai media edukasi berpengaruh signifikan dan cukup efektif dalam meningkatkan self-awareness berbasis kearifan lokal pada peserta didik
Downloads
References
Afdhal, A. (2023). An examination of traditional customs in Minangkabau leadership tradition: Continuity and changes in the modern era. PUBLICUS: Jurnal Administrasi Publik, 1(2), 119–134. https://doi.org/10.30598/publicusvol1iss2p119-134
Akmalia, R., Situmorang, M. S., Anggraini, A., Rafsanjani, A., Tanjung, A., & Hasibuan, E. E. (2023). Penerapan pembelajaran berbasis budaya dalam meningkatkan mutu pendidikan di SMP Swasta Pahlawan Nasional. Jurnal Basicedu, 7(6), 3878–3885. https://doi.org/10.31004/basicedu.v7i6.6373
Aliriad, H., S, A., Manullang, J. G., Endrawan, I. B., & Satria, M. H. (2024). Improvement of motor skills and motivation to learn physical education through the use of traditional games. Physical Education Theory and Methodology, 24(1), 32–40. https://doi.org/10.17309/tmfv.2024.1.04
Arafah, B. (2024). Lore Lindu culture-based education learning development for elementary school students. International Journal of Learning, Teaching and Educational Research, 23(6), 640–661. https://doi.org/10.26803/ijlter.23.6.29
Ardhita, F. P., Mulyasaroh, M., & Nulhakim, L. (2025). Pendidikan dan kebudayaan sebagai pilar penguatan identitas lokal di lingkungan SMA. JURNAL ILMIAH GLOBAL EDUCATION, 6(3), 2035–2041. https://doi.org/10.55681/jige.v6i3.3890
Aswasulasikin, A., Pujiani, S., & Hadi, Y. A. (2020). Penanaman nilai nasionalis melalui pembelajaran budaya lokal Sasak di sekolah dasar. Jurnal DIDIKA: Wahana Ilmiah Pendidikan Dasar, 6(1). https://doi.org/10.29408/didika.v6i1.2027
Bulkani, B., Fatchurahman, M., Adella, H., & Setiawan, M. A. (2021). Development of animation learning media based on local wisdom to improve student learning outcomes in elementary schools. International Journal of Instruction, 15(1), 55–72. https://doi.org/10.29333/iji.2022.1514a
Damayanti, N. L. A. R., Aqil, M., Wilade, S., Rizal, R., & Pratama, R. A. (2026). Culturally responsive traditional games: A constructivist approach to enhancing elementary science motivation. Journal of Innovation and Research in Primary Education, 5(1), 2111–2120. https://doi.org/10.56916/jirpe.v5i1.3339
Deko, S., Hasan, F., & Bardi, Y. (2026). Merawat identitas lokal melalui Bahasa Indonesia: Integrasi teks adat Maumere dalam pembelajaran akademik. Jurnal Kajian Ilmu Pendidikan Bahasa Dan Komunikasi, 2(1), 38–51. https://doi.org/10.61132/jkaipbaku.v2i1.223
Dewi, M., Wulan, S., & Hapidin, H. (2025). Pengembangan keterampilan pemecahan masalah anak usia 5-6 tahun melalui kegiatan permainan berbasis etnopedagogi. Aulad: Journal on Early Childhood, 8(2), 1017–1025. https://doi.org/10.31004/aulad.v8i2.1326
Djumadi, D., Sulistyanto, H., Narimo, S., Prayitno, H. J., Suleha, S., Rosita, E., Fitriyani, N., & Shohenuddin, S. (2023). Penguatan literasi budaya indonesia pada siswa Sanggar Belajar Sentul Kuala Lumpur dengan permainan tradisional. Buletin KKN Pendidikan, 5(2), 180–190. https://doi.org/10.23917/bkkndik.v5i2.23177
Fitriani, A., Rassyi, S. F., & Suyanto, S. (2024). Pengembangan media pembelajaran 3D AR budaya Sasambo: Pemahaman budaya sejak dini. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 8(1), 189–200. https://doi.org/10.31004/obsesi.v8i1.5392
Hanaris, F., Shobri, A., & Kizi, N. M. B. (2023). Harmonizing traditional values in modern education. Molang: Journal Islamic Education, 1(2), 44–56. https://doi.org/10.32806/syx4hk04
Hanaris, F., Shobri, A., & Kizi, N. M. B. (2025). Harmonizing traditional values in modern education. Molang: Journal Islamic Education, 1(2), 31–43. https://doi.org/10.32806/jm.v1i2.786
Hura, L. C., Samawi, A., & Astuti, W. (2023). Pengembangan buku cerita bergambar berbasis kode QR dengan insersi budaya lokal. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 7(3), 3692–3712. https://doi.org/10.31004/obsesi.v7i3.2791
Jufrida, J., Basuki, F. R., & Kurniawan, W. (2021). Agen penggerak permainan tradisional: Solusi mengurangi kecanduan gadget pada anak. Jurnal Surya Masyarakat, 4(1), 1–9. https://doi.org/10.26714/jsm.4.1.2021.1-9
Juhariyah, J., Khoiro, A. A., & Tarihoran, N. (2025). Revitalisasi permainan tradisional 17 Agustus sebagai sarana peningkatan motivasi belajar anak. Pemberdayaan Masyarakat, 2(3), 11–20. https://doi.org/10.62383/aksisosial.v2i3.2120
Kahfi, M. S., Ratnawati, Y., Setiawati, W., & Saepuloh, A. (2021). Efektivitas pembelajaran kontekstual dengan menggunakan media audiovisual dalam meningkatkan motivasi dan prestasi siswa pada pembelajaran IPS terpadu. Jurnal Ilmiah Mandala Education, 7(1). https://doi.org/10.36312/jime.v7i1.1636
Kamid, K., Rohati, R., Hobri, H., Triani, E., Rohana, S., & Pratama, W. A. (2022). Process skill and student’s interest for mathematics learning: Playing a traditional games. International Journal of Instruction, 15(3), 967–988. https://doi.org/10.29333/iji.2022.15352a
Khasanah, L. A. I. U., Ningrum, I. E., & Huda, M. M. (2023). Pengembangan game edukasi berbasis kearifan lokal berorientasi dalam peningkatan kemampuan membaca permulaan di sekolah dasar. Jurnal Basicedu, 7(1), 760–770. https://doi.org/10.31004/basicedu.v7i1.4539
Pangestuti, S., Prahmana, R. C. I., & Fran, F. A. (2024). Unlocking mathematical marvels: Exploring number patterns in the Rangku Alu traditional game. Jurnal Elemen, 10(2), 441–458. https://doi.org/10.29408/jel.v10i2.25621
Pratiwi, I. A., Rahmawati, A., Azman, M. N. A., Fajrie, N., & Mustofa, H. A. (2025). Development and effectiveness of multimedia interactive learning Scratch Wabimendu (World Indonesian Cultural Heritage). Frontiers in Education, 10. https://doi.org/10.3389/feduc.2025.1628412
Putri, S. N., & Budiman, A. (2022). Penguatan moderasi beragama melalui implementasi pendidikan multikultural pada pendidikan sekolah dasar. Ikhtisar: Jurnal Pengetahuan Islam, 2(2), 241. https://doi.org/10.55062/ijpi.2022.v2i2.131
Rasidi, R., & Istiningsih, G. (2025). Education based on local wisdom: An alternative model for the integration of cultural values in the school curriculum in Indonesia. BIS Education, 1. https://doi.org/10.31603/bised.175
Sari, Z. N., Chodori, M. A. I., Junaidi, J., & Ardiansyah, I. (2025). Pelestarian permainan tradisional sebagai sarana edukasi dan penguatan karakter anak pada lembaga pendidikan formal. Jurnal Pengabdian Olahraga Masyarakat (JPOM), 6(3), 271–281. https://doi.org/10.26877/jpom.v6i3.25428
Suryana, D., & Hijriani, A. (2021). Pengembangan media video pembelajaran tematik anak usia dini 5-6 tahun berbasis kearifan lokal. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 6(2), 1077–1094. https://doi.org/10.31004/obsesi.v6i2.1413
Taufiq, M. (2023). Strategi branding berbasis kearifan lokal. SINDA: Comprehensive Journal of Islamic Social Studies, 3(3), 46–58. https://doi.org/10.28926/sinda.v3i3.1150
Thaib, J. (2024). Revitalisasi nilai lokal melalui pendidikan di era teknologi. Jurnal Ilmiah Guru Madrasah, 3(2), 118–133. https://doi.org/10.69548/jigm.v3i2.54
Widyastuti, W., Widyasari, C., Rahmawati, F., & Minsih, M. (2025). Implementasi prinsip pengelolaan meaningful, mindful, dan joyful learning dalam proses pembelajaran mendalam: Studi kasus di sekolah dasar islam terpadu. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 9(5), 2172–2181. https://doi.org/10.31004/obsesi.v9i5.7339
Yang, J., & Li, R. (2025). The art and science of serious game design: A quasi-experimental study based on self-determination theory in traditional Chinese culture education. Frontiers in Psychology, 16, 1536513. https://doi.org/10.3389/fpsyg.2025.1536513
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Pretty Yohana Pirsouw, Nathalia Yohana Johannes, Leonid Ritiauw

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.













