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Futsal Application Products: WEB based Integrated System (FTS) Saud, Syauqi; Bessy Sitorus Pane; Amir Supriadi
Kinestetik : Jurnal Ilmiah Pendidikan Jasmani Vol 8 No 3 (2024): September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jk.v8i3.35833

Abstract

The goal of this project is to create a web-based futsal integrated system (FTS) application. This application will function as a database for clubs affiliated with the North Sumatra district and province futsal associations. The present study employs a research and development process, utilizing nine research steps to build products that aim to address current database system difficulties. Group I test results on 15 trial samples with a total score of 3.90 divided by the maximum score resulted in a presentation of 78.33% with the eligible criteria. Group II trials on 30 Medan City Askot administrators showed that the effectiveness aspect was 93%, the quality aspect was 93.33%, and the product satisfaction aspect was 95% with an average percentage of 93.77% in the "Very Appropriate" category. These results were the product of two stages of the research project. The conclusion is that AFP North Sumatra can use this WEB-based system integrated futsal application product as a database to track the number of athletes, competitions, scheduling, club activities, and rankings for official tournaments held under its sponsorship. In addition, the public can learn about the size of Futsal's population and development, particularly in North Sumatra. application of information and technology to help realize the goals of the rapidly expanding globalization period.
Utilization of Volleyball Teaching Materials Based on Augmented Reality Asep Suharta; Nurkadri; Rahma Dewi; Bessy Sitorus Pane; Muhammad Reza Destya
Journal of Education Reseach and Evaluation Vol 8 No 3 (2024): August
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v8i3.77926

Abstract

Many teachers need more ability to use and operate educational technology, especially ICT-based. So, there is a need for innovation in developing teaching materials, especially those based on AR, to improve the quality of learning, student interest and motivation, and understanding of the concepts taught. This research aims to develop teaching materials for volleyball based on augmented reality. The resulting product is augmented reality-based volleyball teaching materials that can be used for PJOK students and teachers. The type of research used in this study is Research and Development (R&D) using the ADDIE research model. This study uses subjects consisting of 30 students, one material expert, one media expert, and one practitioner. The data collection method used was a questionnaire using an instrument as a questionnaire sheet. After the data was collected, it was analyzed using quantitative and qualitative methods. The results of the small group test concluded that the development of teaching materials for augmented reality-based volleyball materials had met the criteria to continue in the small group test because the percentage of teaching materials for augmented reality-based volleyball materials was 80%, and teaching materials for augmented reality-based volleyball materials after an extensive group test of 95%. It can be concluded that augmented reality-based volleyball teaching materials can assess students' abilities. This research is expected to add insight into students' playing volleyball.
Prototype of Manipulative Basic Movement Learning Model Based on Augmented Reality Rahma Dewi; Indah Verawati; Bessy Sitorus Pane; Muhammad Reza Destya
Journal of Education Reseach and Evaluation Vol 8 No 3 (2024): August
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v8i3.77927

Abstract

In the increasingly advanced digital era, technology has penetrated various aspects of life, including the field of education. One technological innovation that has great potential to improve the quality of learning is Augmented Reality (AR). AR enables the combination of the real world with digital elements, providing a more interactive and immersive learning experience. In the context of physical education, especially in learning basic manipulative movements, the application of AR can be a solution to overcome various obstacles faced so far, such as limited facilities, difficulties in visualizing movements, and lack of practical interaction. This research aims to develop a model for learning basic manipulative movements based on augmented reality and develop it into a guide for students and sports teachers in teaching basic movements. The resulting product is a basic manipulative learning model based on augmented reality, a guidebook for application use. This research was developed by adapting the Borg & Gall model of educational research and development. The development procedures used include the stages of analyzing the content of the product being developed, developing the initial game product, expert validation, field trials, product revision. The data analysis technique used in this research is in two ways, namely quantitative and qualitative. The results of the research show that the augmented reality-based basic manipulative movement learning model can assess elementary school students' abilities, the application developed by researchers is also easy to use by PJOK teachers in assessing the augmented reality-based basic manipulative movement learning model which can be carried anywhere by PJOK teachers. portable. Implications This research can provide guidance for educational software developers to create AR applications that are more relevant and useful in learning contexts.
The Effect of Augmented Reality as Learning Media on Table Tennis Learning Interest Pane, Bessy Sitorus; Mahmuddin; Amansyah; Chairad, Muhammad; Dewi, Rahma
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 1 (2025): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v27i1.54339

Abstract

This study aims to see the effect of augmented reality as a learning media on interest in learning table tennis. The research method used is a quasi-experimental method with the research design The Maching Only Pretest-Posttest Control Group Design. The results of this study indicate that the pretest results of students' learning interest show that there is a difference between the average value of learning interest. The average of the experimental class (72.34) is greater than the average value of learning interest in the control class (72.04). To determine whether the difference is significant or not, it is necessary to test the difference. The conclusion in this study based on the results of the t-test shows that the pretest value of learning interest is 0.48 smaller than the t table value at a significant level of 5%. So it can be concluded that there is no difference in the initial ability of experimental and control class students. The prerequisite test results show that the experimental and control class data are normal and homogeneous so that the para-metric statistical test is carried out, namely the t-test. So it can be concluded that there is a significant difference in student learning interest between the experimental class and the control class.