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Pengembangan Media Pembelajaran Augmented Reality Teknik Passing Bawah Bervariasi Permainan Bolavoli Siswa SMA Fase E Muhammad Abdillah Fadlil; Siti Nurrochmah
Jurnal Porkes Vol 9 No 3 (2026): PORKES
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/porkes.v9i3.36470

Abstract

This Research and Development (R&D) study, based on the ADDIE model, aims to develop an Augmented Reality (AR)-based learning medium for the volleyball underhand passing technique covering six practice variations (basic passing, facing passing 1 and 2, circular passing, net games, and infinity) for Grade X (Phase E) students at SMA Negeri 1 Tumpang, Malang Regency, and to assess the product's validity and field feasibility. The study was motivated by the limited use of interactive media in Physical Education (PJOK), which caused students difficulty understanding movement concepts, practicing independently, and visualizing proper movement stages. Involving four expert validators (learning, material, media, and practitioner experts) and 30 student users selected through total sampling, data were collected through interviews, questionnaires, and documentation, then analyzed using qualitative and quantitative descriptive methods. The validation results yielded an average of 88% (86% of the indicators were deemed appropriate, 94% clear, 91% relevant, 90% engaging, 88% easy to use, and 80% useful, as assessed by experts in learning, instructional materials, media, and practitioners), while the field trial yielded an average of 89%, both falling into the "highly valid" category. These findings indicate that the AR media meets the feasibility standard for use in Physical Education instruction, as it is interactive, engaging, easy to understand, and capable of enhancing student learning engagement and independence.