Main Article Content
Abstract
The purpose of this research is the development of teaching materials for motion learning based on android applications. ADDIE is a research model that researchers choose, namely analysis, design, development, implementation and evaluation. The results of the research as a whole are feasible by material experts and media experts on the components of content, language presentation, and graphics, it is obtained that an average percentage of 81.5% has very high criteria. Based on the overall assessment of the ease of using the product, the difficulty of understanding the material, and the difficulty of doing the questions, the average percentage is 84% in the very feasible category. The development of teaching materials for the development of motion learning development based on android applications is the result of this research. Based on the results of the study, it can be concluded that the product developed is considered very feasible.
Keywords
Article Details
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References
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References
Almusawi, H. A., Durugbo, C. M., & Bugawa, A. M. (2021). Innovation In Physical Education: Teachers’ Perspectives On Readiness For Wearable Technology Integration. Computers And Education, 167(February), 104185. Https://Doi.Org/10.1016/J.Compedu.2021.104185
Arista, F. S., & Kuswanto, H. (2018). Virtual Physics Laboratory Application Based On The Android Smartphone To Improve Learning Independence And Conceptual Understanding. International Journal Of Instruction, 11(1), 1–16. Https://Doi.Org/10.12973/Iji.2018.1111a
Arun, J., & Mohit, J. (2016). A Novel Smart Metering Infrastructure Using Virtual Instrument. Indian Journal Of Science And Technology, 9(12), 1–6. Https://Doi.Org/10.17485/Ijst/2016/V9i12/89919
Bopp, M., Sims, D., Matthews, S. A., Rovniak, L. S., Poole, E., & Colgan, J. (2016). There?S An App For That: Development Of A Smartphone App To Promote Active Travel To A College Campus. Journal Of Transport And Health, 3(3), 305–314. Https://Doi.Org/10.1016/J.Jth.2016.02.007
Castro, M. D. B., & Tumibay, G. M. (2021). A Literature Review: Efficacy Of Online Learning Courses For Higher Education Institution Using Meta-Analysis. Education And Information Technologies, 26(2), 1367–1385. Https://Doi.Org/10.1007/S10639-019-10027-Z
Cimino, M. G. C. A., De Francesco, N., Mercaldo, F., Santone, A., & Vaglini, G. (2020). Model Checking For Malicious Family Detection And Phylogenetic Analysis In Mobile Environment. Computers And Security, 90, 101691. Https://Doi.Org/10.1016/J.Cose.2019.101691
Dennis Dwi Kurniawan, Alfonsus Maria Bandi Utama, R. M. (2021). The Application Of Hand-Eye Coordination Test Guidelines For Table Tennis Using Audio Visual Media Dennis Dwi Kurniawan 1 , Alfonsus Maria Bandi Utama 2 , Rizki Mulyawan 3. Jurnal Sportif: Jurnal Penelitian Pembelajaran, 7(2), 232–247.
Garg, S., & Baliyan, N. (2021). Comparative Analysis Of Android And Ios From Security Viewpoint. Computer Science Review, 40, 100372. Https://Doi.Org/10.1016/J.Cosrev.2021.100372
Gorozidis, G. S., Tzioumakis, Y. S., Krommidas, C., & Papaioannou, A. G. (2020). Facebook Group Petcon (Physical Education Teacher Collaborative Network). An Innovative Approach To Pe Teacher In-Service Training: A Self-Determination Theory Perspective. Teaching And Teacher Education, 96, 103184. Https://Doi.Org/10.1016/J.Tate.2020.103184
Harjanta, A. T. J., & Herlambang, B. A. (2018). Rancang Bangun Game Edukasi Pemilihan Gubernur Jateng Berbasis Android Dengan Model Addie. Jurnal Transformatika, 16(1), 91. Https://Doi.Org/10.26623/Transformatika.V16i1.894
Iadarola, G., Martinelli, F., Mercaldo, F., & Santone, A. (2021). Towards An Interpretable Deep Learning Model For Mobile Malware Detection And Family Identification. Computers And Security, 105, 102198. Https://Doi.Org/10.1016/J.Cose.2021.102198
Imam Nurseto, S. (2020). Pengembangan Mobile Learning Senam Lantai Dbl Berbasis Android Untuk Kelas Vii Smp Develpoment Of Mobile Learning Gymnastics Dbl Based On Android For Seven Grade Of Junior High School. Jurnal Pendidikan Jasmani Indonesia, 16(2), 132–144.
Kaneko, K., Saito, Y., Nohara, Y., Kudo, E., & Yamada, M. (2018). Does Physical Activity Enhance Learning Performance?: Learning Effectiveness Of Game-Based Experiential Learning For University Library Instruction. Journal Of Academic Librarianship, 44(5), 569–581. Https://Doi.Org/10.1016/J.Acalib.2018.06.002
Miller, T. (2019). Explanation In Artificial Intelligence: Insights From The Social Sciences. Artificial Intelligence, 267, 1–38. Https://Doi.Org/10.1016/J.Artint.2018.07.007
Mitha Frilia, Hapizah, Susanti, E., & Scristia, S. (2020). Pengembangan Bahan Ajar Materi Prisma Berbasis Android Untuk Pembelajaran Berbasis Masalah Di Kelas Viii. Jurnal Gantang, 5(2), 191–201. Https://Doi.Org/10.31629/Jg.V5i2.2362
Mota, J. M., Ruiz-Rube, I., Dodero, J. M., & Arnedillo-Sánchez, I. (2018). Augmented Reality Mobile App Development For All. Computers And Electrical Engineering, 65, 250–260. Https://Doi.Org/10.1016/J.Compeleceng.2017.08.025
Nurhalimah, S. R., Suhartono, S., & Cahyana, U. (2017). Pengembangan Media Pembelajaran Mobile Learning Berbasis Android Pada Materi Sifat Koligatif Larutan. Jrpk: Jurnal Riset Pendidikan Kimia, 7(2), 160–167. Https://Doi.Org/10.21009/Jrpk.072.10
P, B. P. K., Ali, R. N., & Sulistiyowati, E. (2019). Pengembangan Media Pembelajaran Biodiversitas Berbasis Android. Journal Of Tropical Chemistry Research And Education, 1(1), 36–42. Https://Doi.Org/10.37079/Jtcre.V1i1.21
Putri Nandita Apsari, S. R. (2018). Media Pembelajaran Matematika Berbasis Android Pada Materi Program Linear. Aksioma: Jurnal Program Studi Pendidikan Matematika, 7(1), 161–170. Https://Doi.Org/10.1299/Jsmemag.121.1191_47
Ramadhani, D., & Lestari, I. (2018). Pengembangan Bahan Ajar Listrik Magnet Berbasis Android Di Program Studi Pendidikan. Jurnal Pmipa, 9 No 1, 99, 99–107. Http://Jurnal.Untan.Ac.Id/Index.Php/Pmp/Article/View/23703
Sánchez-García, A.-B., Marcos, J.-J. M., Guanlin, H., & Escribano, J. P.
(2013). Teacher Development And Ict: The Effectiveness Of A Training Program For In-Service School Teachers. Procedia - Social And Behavioral Sciences, 92(Lumen), 529–534. Https://Doi.Org/10.1016/J.Sbspro.2013.08.713
Sari, R. M., & Hapizah, H. (2020). Pengembangan Bahan Ajar Program Linear Berbasis Android Untuk Pembelajaran Berbasis Masalah. Kreano, Jurnal Matematika Kreatif-Inovatif, 11(2), 168–182.
Https://Journal.Unnes.Ac.Id/Nju/Index.Php/Kreano/Article/View/25278/11169
Sung, S., & Park, H. A. (2021). Effect Of A Mobile App-Based Cultural Competence Training Program For Nurses: A Pre- And Posttest Design. Nurse Education Today, 99(January), 104795. Https://Doi.Org/10.1016/J.Nedt.2021.104795
Widyastuti, E., & Susiana. (2019). Using The Addie Model To Develop Learning Material For Actuarial Mathematics. Journal Of Physics: Conference Series, 1188(1). Https://Doi.Org/10.1088/1742-6596/1188/1/012052
Yusfi, H., Solahuddin, S., Bayu, W. I., Education, S., Sriwijaya, U., Education, P., Sriwijaya, U., & Info, A. (2021). Kinestetik?: Jurnal Ilmiah Pendidikan Jasmani Content Validity Index Development Of Learning. 5(3), 571–579.