Development of Gymnastics Learning Media based Android

Fegie Rizkia Mulyana, Ridwan Gumilar, Novi Soraya
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Abstract

This study aims to develop and produce products in the form of gymnastics learning media based on android applications. This study uses research and development research methods with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluations). The research carried out only reached the development or development stage, because this research only developed and produced an android application-based gymnastics learning media product called "GYMBASTECH" (Gymnastics Basic Techniques). The validation of this gymnastics learning media was carried out by three experts, namely floor exercise material experts, physical education learning media experts, and technical and informatics experts. The instruments used in this study were guidelines from interviews, questionnaires or validation questionnaires for 3 experts, and the system usability scale (SUS) to determine the usefulness of the media determined by the user as a product user. The result of the product obtained is that the percentage of floor exercise material experts is 80.77%, physical education learning media experts are 81.25%, and technical and informatics experts are 80.77%. From the results of the three expert validations obtained an average of 82.51% this indicates that the gymnastics learning media "GYMBASTECH" is categorized as good and feasible to use in the learning process. The results of the response to the use of the gymnastics learning media product "GYMBASTECH" obtained an average of 58.44%, so this product is categorized as good. Based on the results of the three experts, and the product usability test using the system usability scale, the product in the form of gymnastics learning media "GYMBASTECH" is said to be feasible and can be used in the gymnastics learning process. The next research plan will test the effectiveness of the product so that it can be seen the effect of "GYMBASTECH" media when used in the gymnastics learning process.
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基于Android的体操学习媒体的开发
本研究旨在开发和生产基于android应用程序的体操学习媒体形式的产品。本研究采用ADDIE模型的研究和开发研究方法(分析、设计、开发、实施和评估)。由于本研究仅开发并生产了一款名为“GYMBASTECH”(体操基本技术)的基于android应用程序的体操学习媒体产品,因此所进行的研究仅达到开发或开发阶段。该体操学习媒体的验证由三位专家进行,即自由体操材料专家、体育学习媒体专家以及技术和信息学专家。本研究中使用的工具是3名专家的访谈指南、问卷或验证问卷,以及系统可用性量表(SUS),以确定用户作为产品用户确定的媒体的有用性。产品获得的结果是自由体操材料专家的比例为80.77%、体育学习媒体专家的比例分别为81.25%、,技术和信息学专家为80.77%。从三次专家验证的结果来看,平均82.51%,这表明体操学习媒体“GYMBASTECH”在学习过程中被归类为良好且可行的。体操学习媒体产品“GYMBASTECH”的使用反应结果平均为58.44%,因此该产品被归类为良好产品。根据三位专家的研究结果,以及使用系统可用性量表进行的产品可用性测试,以体操学习媒体“GYMBASTECH”形式出现的产品被认为是可行的,可以在体操学习过程中使用。下一个研究计划将测试该产品的有效性,以便在体操学习过程中使用“GYMBASTECH”媒体时看到效果。
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0.00%
发文量
57
审稿时长
6 weeks
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