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Creative teacher’s products: Identifying innovation in physical education learning Sri Wicahyani; Suroto Suroto; Vega Candra Dinata; Gema Fitriady; Febri Wasono Aji; Sigit Ansori; Ghulam Zaky Ismail; Bobby Ade Setiawan; Rizky Prayuda Putra
International Journal on Education Insight Vol. 6 No. 2 (2025)
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/ijei.v6i2.13568

Abstract

This study aims to identify innovations in physical education (PE) learning carried out by teachers. This study is a systematic review on the Google Scholar database. We set inclusion criteria, namely articles published in the last 5 years, the author is a teacher, and the searching keyword for the article is ‘innovation in physical education learning’. Therefore, any article wriiten by non-PE teachers was excluded, as it can be seen from the authors’ affiliation. The results of the study refer to the analysis of 13 articles that match the criteria, indicating that teachers have made innovations in physical education learning. The innovations include learning media, models, and methods. The Innovations were carried out to improve students’ learning outcomes in the cognitive, affective, and psychomotor domains, as well as to increase the students’ learning motivation. The learning environment designed by the teacher will affect the learning process and student learning outcomes. Finally, we suggest PE teachers to continuously make innovations, not only to improve learning outcomes, but also to provide memorable learning experiences at every meeting.
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.