Pelestarian Olahraga Tradisional melalui Teknologi Virtual Reality Implikasi terhadap Pendidikan Jasmani dan Industri Kreatif
DOI:
https://doi.org/10.55681/jiopj.v3i1.7336Keywords:
Virtual Reality, Olahraga Tradisional, Pendidikan Jasmani, Industri Kreatif, Mann-Whitney U, Simulasi DigitalAbstract
Olahraga tradisional menghadapi ancaman kepunahan akibat minimnya ruang bermain fisik dan pergeseran minat generasi muda menuju hiburan digital. Penelitian ini mengevaluasi efektivitas teknologi Virtual Reality (VR) sebagai medium pelestarian olahraga tradisional (seperti pencak silat, egrang, dan lompat batu) serta implikasinya terhadap kurikulum Pendidikan Jasmani dan lanskap Industri Kreatif. Menggunakan pendekatan simulasi komputasional Monte Carlo dengan menghasilkan 1.000 titik data virtual (N=1.000) pengguna, penelitian ini mengomparasi metode pembelajaran konvensional (video 2D dan demonstrasi fisik terbatas) dengan metode imersif VR (6 Degrees of Freedom). Variabel yang diukur mencakup Skor Retensi Spasial-Motorik kognitif, Tingkat Imersi (diadaptasi dari instrumen Igroup Presence Questionnaire/IPQ), dan Willingness to Pay (WTP) sebagai metrik kelayakan komersial dari sisi industri kreatif. Mengingat distribusi data tersimulasi bersifat asimetris, pengujian hipotesis komparatif dilakukan menggunakan statistik non-parametrik Mann-Whitney U Exact Test. Hasil komputasi menunjukkan bahwa integrasi VR meningkatkan retensi memori spasial-motorik secara signifikan sebesar 38,5% (skor 86.6 vs 62.5) dan mendongkrak skor imersi kognitif sebesar 95% dibandingkan metode konvensional (p < 0,001). Dari perspektif industri kreatif, purwarupa olahraga tradisional berbasis VR memicu lonjakan Willingness to Pay hingga 240% ($15.3 vs $4.5), mengindikasikan kelayakan komersial yang sangat tinggi. Kesimpulannya, teknologi VR tidak hanya bertindak sebagai arsip pelestarian budaya yang statis, melainkan medium interaktif yang mampu merevitalisasi pedagogi pendidikan jasmani sekaligus membuka ceruk monetisasi baru dalam industri game dan teknologi kreatif global.
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