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Digitization of technology in the educational physical activity model (afiksed) based on local wisdom for junior high school physical education learning Yutri Neka Sari; Muhsana El Cintami Lanos; Putri Cicilia Kristina; Hikmah Lestari
Multilateral : Jurnal Pendidikan Jasmani dan Olahraga Vol 25, No 1 (2026): February
Publisher : Lambung Mangkurat University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/multilateral.v25i1.24415

Abstract

Physical activity is a crucial component in supporting the physical growth and character development of junior high school students, contributing to the creation of a “Golden Generation” of Indonesia. However, the shift in local wisdom values due to societal changes has negatively affected students’ engagement in physical activity. According to the National Sports Development Index, 77.12% of children aged 10-15 years fall into the low or very low physical fitness category, primarily due to insufficient physical activity and limited instructional media in Physical Education (PE) classes. This study aimed to develop and evaluate the feasibility of an innovative Educational Physical Activity (Afiksed) model, grounded in local wisdom and integrated with digital technology via an Android application. The application comprises four main menus: physical activity simulations, PE and local culture materials, learning reflection, and interactive quizzes. The study employed a Research and Development (R&D) approach through the Define, Design, and Develop stages. Needs analysis revealed that students exhibited good activeness and motor skills, yet technology use in learning remained low, while teachers required a learning model that is both varied and culturally grounded. Expert validation indicated very high feasibility across learning content (92%), basic movement skills (90%), and digital learning media (88%), with an overall validity of 90%, categorized as Very Valid. These findings indicate that the mobile-based Afiksed model is feasible for implementation and ready for field trials to evaluate its effectiveness in improving physical education learning in junior high schools. This study contributes to the field by providing a culturally relevant, technology-enhanced PE learning model that promotes student engagement, physical fitness, and learning outcomes.
AVK game model based on technology and local wisdom to improve physical fitness of children aged 6-12 years Evi Megariani; Widya Handayani; Siti Ayu Risma Putri; Hikmah Lestari; Muhsana El Cintami Lanos
Multilateral : Jurnal Pendidikan Jasmani dan Olahraga Vol 25, No 1 (2026): February
Publisher : Lambung Mangkurat University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/multilateral.v25i1.24416

Abstract

This study aims to develop and evaluate AVK (Audio, Visual, Kinesthetic) Game Models based on Technology and Local Wisdom to improve the physical fitness of children aged 6-12 years. The research was carried out for one year using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The analysisstage involved identifying learning needs, dominant learning styles, and the physical fitness conditions of children through observations, interviews, and surveys involving 100 student participants. The design and development stage resulted in four interactive games that integrate physical movement, audio-visual media, and elements of South Sumatra local culture, namely Musi Fort, Palace Jump Rope, Sriwijaya Hide and Seek, and Belida Fish Catch. The design and development stage produced four interactive games that combine physical movement, audio-visual media, and elements of local South Sumatra culture: Musi Fort, Palace Jump Rope Jump, Sriwijaya Hide and Seek, and Belida Fish Catch. The implementation of the model was carried out on 60 students (consisted of 30 males and 30 females), with pretest and posttest measurements of physical fitness using TKSI instruments, as well as observation of student involvement and response. The evaluation stage was conducted after implementation by comparing pre-test and post-test results, supported by observations and questionnaires on students’ and teachers’ responses, with the evaluation results serving as the basis for drawing conclusions regarding the effectiveness and feasibility of the model in elementary school Physical Education learning. The results of the statistical analysis using a paired-sample t-test showed a significant difference between the pre-test and post-test scores (p < 0.05). The results showed significant improvements in various aspects of physical fitness, namely flexibility (10%), muscle endurance (8%), coordination (10%), agility (8%), and cardiopulmonary endurance (9%). In addition, 91% of students showed a positive response to this learning model, and teachers considered this media to be effective and support the integration of local wisdom values. In conclusion, the AVK Game Model based on Technology and Local Wisdom has been proven to be effective in improving physical fitness, motivating students’ active participation, and strengthening appreciation for local culture. This model deserves to be used as an innovative alternative in Physical Education learning in elementary schools, which brings together technology, multiple intelligences, and local wisdom values in a fun and contextual way.
Pengaruh Media Video Animasi Berbasis Powtoon Terhadap Hasil Belajar IPAS Pada Materi Membangun Masyarakat Yang Beradab Siswa Kelas IV SD Sri Rahmawati; Muhsana El Cintami Lanos; Ida Suryani
Jurnal Ilmiah Profesi Pendidikan Vol. 11 No. 2 (2026): Mei
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v11i2.3754

Abstract

Penelitian ini bertujuan untuk mengetahui Pengaruh Media Video Animasi Berbasis Powtoon Terhadap Hasil Belajar IPAS Pada Materi Membangun Masyarakat Yang Beradab Siswa Kelas IV SD. Rumusan masalah dalam  penelitian ini adalah apakah ada pengaruh media video animasi berbasis powtoon terhadap hasil belajar IPAS pada materi membangun masyarakat yang beradab siswa kelas IV SD?. Metode yang digunakan adalah metode kuantitatif jenis eksperimen dengan desain quasi eksperimen dengan bentuk nonequivalent control group design. Sampel penelitian terdiri dari 42 siswa yang dibagi menjadi dua kelas, yaitu kelas eksperimen yang menggunakan media video animasi berbasis Powtoon dan kelas kontrol yang menggunakan metode konvensional. Teknik pengumpulan data dilakukan melalui pemberian tes berupa soal pilihan ganda sebanyak 15 butir yang telah divalidasi.Tes ini digunakan sebagai instrumen pretest dan posttest untuk mengetahui peningkatan hasil belajar siswa sebelum dan sesudah perlakuan. Pretest diberikan kepada kedua kelompok untuk mengetahui kemampuan awal siswa sebelum perlakuan. Setelah proses pembelajaran, posttest diberikan untuk mengukur perubahan hasil belajar setelah penggunaan media pembelajaran yang berbeda. Hasil analisis data menunjukkan bahwa terdapat perbedaan yang signifikan antara nilai posttest siswa pada kelas eksperimen dan kelas kontrol. Dapat disimpulkan bahwa penggunaan media video animasi berbasis Powtoon berpengaruh secara signifikan terhadap peningkatan hasil belajar siswa. Media ini mampu menciptakan suasana belajar yang lebih menarik dan memudahkan pemahaman materi oleh siswa.