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Journal : Jurnal Sporta Saintika

Pengembangan Media Pembelajaran Teknik Lanjutan Pencak Silat Berbasis Aplikasi Martial Art Augmented Reality Book nelson, sonya
Jurnal Sporta Saintika Vol 9 No 2 (2024): Jurnal Sporta Saintika Edisi September 2024
Publisher : Departemen Kesehatan Dan Rekreasi Fakultas Ilmu Keolahragaan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/sporta.v9i2.385

Abstract

Augmented reality technology is a technology that can impact various fields, including education. This research aims to create pencak silat learning materials that are practical, interesting and valuable. The research development model uses Borg and Gall, including data collection, planning, development, design validation, design evaluation, product testing, product evaluation, product testing, use, product evaluation and mass production. Based on expert validation, the development of martial arts learning materials based on augmented reality technology provides very good results and is feasible to use. The average expert validation result is 86,53%. Student response to the use of this media in learning pencak silat is very good with the acquisition of scores in the small group test of 87,32% and in the large group test of 89,08%.
Pengembangan Media Pembelajaran Pencak Silat Berbasis Aplikasi Teknologi Digital Virtual Reality nelson, sonya; Septri, Septri; Sari, Dessi Novita
Jurnal Sporta Saintika Vol 8 No 2 (2023): Jurnal Sporta Saintika Edisi September 2023
Publisher : Departemen Kesehatan Dan Rekreasi Fakultas Ilmu Keolahragaan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/sporta.v8i2.333

Abstract

Virtual reality is a technology that allows users to enter and interact in a virtual world, because virtual reality is a computer technology that combines special input and output devices so that users can interact deeply with virtual environments as if they were in the real world. This virtual reality-based pencak silat basic technique learning media can be used by students anytime and anywhere so that students can learn without being limited by space and time. The purpose of this research is to develop pencak silat learning materials in terms of practicality, attractiveness and use value. The research development model uses Borg and Gall, with stages, namely: (1) Data collection; (2) Planning (3) Development; (4) Design validation (5) Design review (6) Product testing (7) Product evaluation (8) Usage testing (9) Product evaluation (10) Mass production. The results of the study according to the results of expert confirmation of the development of virtual reality-based pencak silat learning materials show very good results and can be used as learning materials. The average assessment results obtained by experts amounted to 86.3%. Student response to the use of this media in learning pencak silat is very good with the acquisition of scores in the small group test of 88.4% in the large group test of 89.1%