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Effectiveness of Virtual Reality-Based Badminton Simulating In-Game Scenarios on Students' Badminton Performance Sri Wicahyani; Abdul Rachman Syam Tuasika; Sapto Wibowo; Mochamad Ridwan; Supriyono Supriyono; Diva Ristie Valentina; Muchammad Arif Krisna Wijaya; Alvin Afandi; Nandya Rizky Nur Febriana
International Journal of Educational Evaluation and Policy Analysis Vol. 3 No. 3 (2026): July: International Journal of Educational Evaluation and Policy Analysis
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijeepa.v3i3.523

Abstract

Badminton instruction in higher education is commonly dominated by isolated technical drills, limiting students' ability to transfer acquired skills into authentic match situations that require tactical awareness and rapid decision-making. This study aimed to develop and evaluate the effectiveness of a Virtual Reality (VR)-Based Badminton Simulating In-Game Scenarios learning model for improving university students' badminton performance. A Research and Development (R&D) approach employing the ADDIE instructional design model was adopted, comprising the phases of analysis, design, development, implementation, and evaluation. The developed VR application was implemented with 24 undergraduate students enrolled in a badminton course using a one-group pre-test–post-test design. Data were collected through expert validation, badminton skill assessment, observation, and student response questionnaires. The normality of the data was examined using the Shapiro–Wilk test, while differences between pre-test and post-test scores were analyzed using the Wilcoxon Signed-Rank Test. The results demonstrated statistically significant improvements in player performance (Z = –2.718, p = 0.007) and match-winning performance (Z = –3.051, p = 0.002) following the VR intervention. These findings indicate that the developed learning model effectively enhances badminton performance by providing immersive and representative learning environments that integrate technical execution, tactical awareness, perception–action coupling, and contextual decision-making. This study contributes to technology-enhanced sport education by proposing an innovative VR-based instructional model that extends conventional badminton learning beyond isolated technical practice toward authentic game-based learning experiences.
Peningkatan Kompetensi Digital Guru Pendidikan Jasmani Melalui Pelatihan Branding Profesional Berbasis Media Sosial Suryanto Agung Prabowo; Lutfhi Abdil Khuddus; Eva Ferdita Yuhantini; Erta Erta; Nurshalsabila Reza Pandhadha Putra; Bayu Ristiawan; Alvin Afandi; Nandya Rizky Nur Febriana
Jurnal Insan Pengabdian Indonesia Vol. 4 No. 3 (2026): September : Jurnal Insan Pengabdian Indonesia
Publisher : PT. ALHAFI BERKAH INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62007/jouipi.v4i3.983

Abstract

Event management is one of the competencies that sports students need to have to support their readiness to enter the workforce in the sports industry. However, students' practical experience in managing events is still limited, so a training program that can integrate conceptual learning with practical experience is needed. This community service activity aims to improve sports students' knowledge of event management through experiential learning-based training. The program was implemented using a participatory approach with a one-group pretest–posttest design involving 30 students from the Faculty of Sport and Health Sciences, Surabaya State University. The training consisted of lectures, discussions, case studies, workshops, and simulations of organizing sports events. Evaluation was carried out using a knowledge test and a participant satisfaction questionnaire. The data were analyzed descriptively, using the Shapiro–Wilk normality test, paired sample t-test, effect size (Cohen's d), and Normalized Gain (N-Gain). The results showed that the post-test score increased significantly compared to the pre-test (p < 0.001) with a Cohen's d value of 2.84 indicating a very large effect and an N-Gain value of 0.62 in the moderate category. Furthermore, participant satisfaction reached 90.45%, categorized as very good, particularly in terms of resource person competency and learning methods. These findings demonstrate that experiential learning-based training effectively enhances student knowledge while providing a positive learning experience relevant to the needs of organizing sporting events. This program has the potential to become a model for developing event management competencies that can be replicated in universities and sporting organizations.