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The Needs Analysis For Developing A Mobile-Virtual Reality Imagery Training Yahya Eko Nopiyanto; Bayu Insanistyo; Dian Pujianto; Ipa Sari Kardi; Defliyanto Defliyanto; Ibraheem Musa Oluwatoyin
Sriwijaya University Learning and Education International Journal Vol. 3 No. 1 (2026): Sriwijaya University Learning and Education International Journal
Publisher : Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55379/dzz25003

Abstract

The purpose of this research is to analyze student-athletes' needs for mobile VR-based imagery training so that a design that is adaptive for student-athletes can be produced. The design of this study is quantitative descriptive. Participants in this study were 49 high school student-athletes in Bengkulu City. Data collection was carried out using an instrument in the form of a questionnaire that had validity (0.72) and reliability (0.86). Data were analyzed quantitatively using the percentage technique. Results: 1) Student-athletes have a high need for the development of mobile-VR-based imagery training in terms of training needs (74.17%), technological readiness (69.83%), and material needs (74.27%), 2) The most significant obstacle felt by student-athletes in conducting conventional imagery training is the difficulty in getting a clear picture (41.70%), 3) Student-athletes believe that the development of mobile-VR-based imagery training is essential to do (50%), 4) The content most needed by student-athletes in developing mobile-VR-based imagery training is feedback on performance (50%), 5) the support needed by student-athletes in conducting mobile-VR-based imagery training is content that is tailored to the athlete's needs (52.80%). The findings indicate that student-athletes demonstrate a high level of need for imagery training and technological readiness. Key limitations of conventional imagery training include difficulties in generating clear mental images and lack of interactive engagement. Furthermore, performance feedback and user-centered content emerged as the most critical features for system development.
Profile of Sports Injuries: A Descriptive Analysis of Student-Athletes in Bengkulu City Bayu Insanistyo; Tono Sugihartono; Arief Ibnu Haryanto; Nurul Fajar Muslimah Ningrum; Yahya Eko Nopiyanto; Yarmani Yarmani; Jerome Angelitud Porto
Sriwijaya University Learning and Education International Journal Vol. 3 No. 1 (2026): Sriwijaya University Learning and Education International Journal
Publisher : Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55379/5h29ga10

Abstract

Injuries represent a major risk factor affecting the performance and long-term development of student-athletes. However, empirical data on injury patterns and injury management knowledge among student-athletes in local contexts remain limited. This study aimed to analyze the injury profile in terms of type, location, and cause of injury, as well as the knowledge of injury management in student athletes in Bengkulu City. Methods: A quantitative descriptive method using a survey technique. Fifty-three student athletes from 9 sports were sampled using purposive sampling. The instruments consisted of a multi-response questionnaire and a multiple-choice test that had undergone validity, reliability, difficulty, and item difference tests. Data were analyzed descriptively using percentages. Results: A total of 137 injuries were recorded among student athletes in Bengkulu City, with sprains (29%), bruises (23%), and strains (21%). The lower extremities, with the ankle area (15.33%), were the most common injury sites. Most injuries occurred during training (83%), with the primary cause being external violence (39.63%), such as high-impact or high-intensity sports, and the condition of the infrastructure. Knowledge of injury management was categorized as "sufficient" (52.83%), "good" (22.64%), "very good" (9.43%), and "poor" (15.09%). Conclusion: The findings indicate that ankle sprains are the most common injury among student athletes. Of the 137 recorded injuries, the majority involved the lower extremities. Injuries frequently occur during training and are caused by external violence. The risk of injury varies from sport to sport, depending on the characteristics of the sport. Furthermore, the level of knowledge regarding injury management among athletes in Bengkulu City is in the "sufficient" category, indicating the need for educational interventions to improve athletes' understanding of sports injury prevention and management.
The Development of PJOK Learning Devices Based on Local Wisdom and Technology Using the Teaching Games for Understanding (TGfU) Model to Improve Students’ Motor Skills Dian Pujianto; Bayu Insanistyo; Abang Ismail
JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 5 No. 1 (2026): Jurnal Pendidikan Teknologi Informasi dan Komunikasi
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/jentik.v5i1.646

Abstract

Purpose of Study: Physical Education, Sport and Health (PJOK) plays a vital role in developing students’ learning domains, namely their motor skills, physical fitness, cognitive abilities and social skills. However, in many educational settings, PJOK learning is still dominated by technique-oriented approaches that emphasize skill execution rather than understanding the tactical aspects of games.  This study aims to develop a Physical Education, Sports, and Health (PJOK) learning device based on local wisdom and technology using the Teaching Games for Understanding (TGfU) design to improve students’ motor skills. Methodology: The Research and Development (R&D) method was adapted from the Borg and Gall development model, which was simplified into several stages, including preliminary study, product design, expert validation, product revision, and field testing. The participants involved two physical education experts and one PJOK teacher as a practitioner evaluator. The instruments used in this research consisted of validation questionnaires designed to assess the feasibility of the developed learning device in terms of learning material suitability, instructional design, clarity of learning steps, and practicality of implementation. Data were analyzed using descriptive statistics in percentage form. Main Finding: The results showed that the developed PJOK learning device achieved an expert validation score of 85%, categorized as very feasible, while practitioner evaluation results reached 75%, categorized as feasible for implementation in physical education learning. Novelty/Originality of This Study: The integration of local wisdom and technology into the TGfU model provides meaningful and contextual learning experiences for students. It not only enhances students’ engagement but also supports the development of motor skills and decision-making abilities in game situations.
Development of Flipbook-Based Teaching Materials Using the Dick and Carey Instructional Design Model to Improve Students' Academic Achievement in the Media and Learning Resources Development Course Buyung Buyung; Bayu Insanistyo
JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 5 No. 2 (2026): Jurnal Pendidikan Teknologi Informasi dan Komunikasi
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/jentik.v5i2.733

Abstract

Purpose of Study:  The aim of this research is to develop flipbook-based teaching and assess their feasibility and effectiveness in improving learning achievement. Methodology: This study employed the Research and Development (R&D) method and the Dick and Carey development model. Data collection involved observation, interviews, questionnaires, documentation, pre-tests, and post-tests. Qualitative analysis was used to analyze interview results and comments regarding the revision of teaching materials, while the feasibility of the materials was assessed using quantitative analysis. Pre-test and post-test results were analyzed using a paired-sample t-test.Main Findings: As per the results to the study's results, material experts, design experts, and media experts developed flipbook-based teaching materials using the Dick and Carey model in the very feasible category. The material experts' assessment was 93.74%, the design was 92.02%, and the media was 94.59%, with an overall average of 93.31%. In addition, the calculated t value (11.041) > t table (2.080) at a significant (0.05) value in the effectiveness test based on pre-test post-test learning achievement using a t-test.Novelty/Originality of This Study: The focus lies on flipbook-based teaching materials specifically designed for a particular course using the Dick & Carey model, integrating systematic instructional design with learning resources to enhance academic achievement. This study provides empirical evidence regarding the validity, feasibility, and effectiveness of the developed flipbook-based teaching materials.