Silvi Aryanti
Physical Education, Faculty of Teacher Training and Education, Universitas Sriwijaya

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Analyzing the need for badminton courses: perspectives of lecturers and students Silvi Aryanti; Fitri Agung Nanda; Soleh Solahuddin; Samsul Azhar; Anisa Anisa; Maryatul Qibtiyah
Sriwijaya Journal of Sport Vol. 5 No. 3 (2026): Sriwijaya Journal of Sport
Publisher : Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55379/sjs.v5i3.275

Abstract

Research Problems: Learning in badminton courses is still predominantly conducted through conventional methods, resulting in limited student engagement, motivation, and opportunities for interactive learning. In addition, the utilization of digital game-based learning media in badminton instruction remains relatively low, despite the increasing demand for innovative learning approaches that align with students’ characteristics and technological developments. Research Objectives: This study aims to analyze the need for Baamboozle-based learning media in badminton courses from the perspectives of lecturers and students in the Physical Education Study Program. Methods: This study employed a quantitative descriptive research design. The research subjects consisted of lecturers and students of the Physical Education Study Program, Faculty of Teacher Training and Education, Universitas Sriwijaya. Data were collected using a needs analysis questionnaire designed to identify perceptions regarding the necessity, usefulness, attractiveness, and potential implementation of Baamboozle-based learning media in badminton courses. The collected data were analyzed descriptively using percentages and mean scores. Results: The results of the needs analysis revealed that both lecturers and students demonstrated highly positive perceptions toward the implementation of Baamboozle-based learning media. Lecturers reported favourable evaluations regarding its usability, ability to increase learning motivation, and potential as a formative assessment tool. Similarly, students expressed strong interest in game-based learning media that are interactive, practical, engaging, and compatible with their learning preferences. The findings indicate that many respondents agreed that the integration of Baamboozle could enhance participation, collaboration, and learning effectiveness in badminton courses. Conclusion: Based on these findings, the need for the development of Baamboozle-based learning media in badminton courses is considered very high. Baamboozle has the potential to serve as an innovative instructional medium that supports active, collaborative, enjoyable, and technology-enhanced learning experiences. Therefore, the development and implementation of Baamboozle-based learning media are recommended to improve the quality of badminton learning in higher education settings.
Design and validation of the Sport Psychology FAN digital learning application for sports psychology courses Fitri Agung Nanda; Silvi Aryanti; Soleh Solahuddin; Alvin Anggara
Sriwijaya Journal of Sport Vol. 5 No. 3 (2026): Sriwijaya Journal of Sport
Publisher : Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55379/sjs.v5i3.292

Abstract

Research Problems: Despite the increasing use of digital learning media in higher education, validated digital applications specifically designed for sports psychology courses remain limited. Therefore, rigorous validation is needed to ensure their content accuracy, instructional quality, and technical functionality before classroom implementation. Research Objectives: This study aimed to evaluate the content, media, and technical validity of a digital learning application for sports psychology courses entitled Sport Psychology Is FAN. Methods: The study employed a Level 1 Research and Development (R&D) approach, focusing on product design and expert validation before field implementation. A total of 21 specialists in educational technology and sports psychology participated in the validation process. Data were collected using structured validation instruments covering three aspects: learning media, content, and application quality. The validity of the application was analyzed using Aiken’s V coefficient. Results: The results demonstrated a high level of validity across all evaluation aspects, with Aiken’s V values of 0.857 for learning media, 0.892 for content, and 0.821 for application quality. These findings indicate that the application possesses strong content accuracy, instructional media quality, and technical functionality, meeting the criteria for educational use. Although several suggestions for improvement were identified, the overall evaluation confirmed that the application is suitable for supporting learning in sports psychology courses. Conclusion: This study provides empirical evidence for the validity of the "Sport Psychology Is FAN" application and establishes a foundation for future research examining its effectiveness in enhancing student learning outcomes and engagement in higher education.