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Abstrak
This study aims to develop a Learning Media for Penjasor Management Based on a Smart Learning System Assisted by Mit App Thunkable to Improve Students' Critical Thinking. The Mit App Thunkable learning media based on Smart Learning, which was developed with the help of the Thunkable application, will be tested on odd semester students taking the Physical Education Study Program, FKIP UNIB. This study uses the Research and Development (R&D) method by collecting research data using a questionnaire based on the Likert scale. There are three questionnaires that will be distributed in this study, namely a material expert questionnaire, a media expert validation questionnaire, and a user response questionnaire. The purpose of distributing the questionnaire was to determine the feasibility of developing the Thunkable Mit App Assisted Penjasor Management media that the researchers made. As a result, the total score obtained from the combined validation of material experts, media, and users is 139.5 or an average score of 4.1 which means that the Mit App Thunkable-Assisted Penjasor Management Learning Media that the researcher developed is in the category suitable for use in Learning Activities.
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Hak Cipta (c) 2022 Defliyanto, Andika Prabowo, Bogy Restu Ilahi, Syafrial, Ari Sutisyana, Arwin, Andes Permadi

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Referensi
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- Astafiria, N. S., & Bayu, G. W. (2021). Digital Learning Media Assisted by Quizizz Application (METALIQ) on Science Content of Ecosystem Topic for Sixth Grade Elementary School. Jurnal Ilmiah Sekolah Dasar, 5(3), 485-497.
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- Enayati, F., & Gilakjani, A. P. (2020). The Impact of Computer Assisted Language Learning (CALL) on Improving Intermediate EFL Learners' Vocabulary Learning. International Journal of Language Education, 4(1), 96-112.
- Gunadi, G. (2020). Rancang bangun aplikasi media pembelajaran mengenal nama hewan dalam dua bahasa berbasis android menggunakan thunkable. Infotech: Journal of Technology Information, 6(1), 35-42.
- Hansson, L., Leden, L., & Thulin, S. (2020). Book talks as an approach to nature of science teaching in early childhood education. International Journal of Science Education, 42(12), 2095-2111.
- Na, W. E. I., Feng, Y. A. N. G., Muthu, B., & Shanthini, A. (2022). Human machine interaction-assisted smart educational system for rural children. Computers and Electrical Engineering, 99, 107812.
- Noor, J. (2017). Metodologi Penelitian. Jakarta: Perpustakaan Nasional.
- Putra, N. (2011). Research & Development. Jakarta: Raja Grafindo Persada.
- Ramadhan, A. (2021). Student’s response toward utilizing discord application as an online learning media in learning speaking at senior high school. ISLLAC: Journal of Intensive Studies on Language, Literature, Art, and Culture, 5(1), 42-47.
- Sugiyono. 2011. Metode Penelitian Kuantitatif, Kualitatif, Dan R&D. Bandung: Alfabeta.
- Taufiqurrahman, T. (2010). Strategi Pembelajaran Kooperatif (Cooperative Learning Strategic). Fitrah: Jurnal Studi Pendidikan, 2(1).
- Wijaya, C., & Rifa’i, M. (2016). Dasar-Dasar Manajemen mengoptimalkan pengelolaan organisasi secara efektif dan efisien. Perdana Publishing.
- Wulandari, D. A., Murnomo, A., Wibawanto, H., & Suryanto, A. (2019). Pengembangan Mobile Learning berbasis Android pada Mata Pelajaran Rekayasa Perangkat Lunak di SMK Sultan Trenggono Kota Semarang. Jurnal Teknologi Informasi dan Ilmu Komputer (JTIIK), 6(5), 577-584.
- Yu, X. (2021). Advanced Artificial Intelligence Assisted Learning Model for Smart Educational Learning Strategies for Teachers and Students.
Referensi
Arifin, M. (2017). Strategi Manajemen perubahan dalam meningkatkan disiplin di perguruan tinggi. EduTech: Jurnal Ilmu Pendidikan dan Ilmu Sosial, 3(1).
Astafiria, N. S., & Bayu, G. W. (2021). Digital Learning Media Assisted by Quizizz Application (METALIQ) on Science Content of Ecosystem Topic for Sixth Grade Elementary School. Jurnal Ilmiah Sekolah Dasar, 5(3), 485-497.
Azhari, A. (2015). Peran media pendidikan dalam meningkatkan kemampuan bahasa arab siswa madrasah. Jurnal Ilmiah Didaktika: Media Ilmiah Pendidikan dan Pengajaran, 16(1), 43-60.
Enayati, F., & Gilakjani, A. P. (2020). The Impact of Computer Assisted Language Learning (CALL) on Improving Intermediate EFL Learners' Vocabulary Learning. International Journal of Language Education, 4(1), 96-112.
Gunadi, G. (2020). Rancang bangun aplikasi media pembelajaran mengenal nama hewan dalam dua bahasa berbasis android menggunakan thunkable. Infotech: Journal of Technology Information, 6(1), 35-42.
Hansson, L., Leden, L., & Thulin, S. (2020). Book talks as an approach to nature of science teaching in early childhood education. International Journal of Science Education, 42(12), 2095-2111.
Na, W. E. I., Feng, Y. A. N. G., Muthu, B., & Shanthini, A. (2022). Human machine interaction-assisted smart educational system for rural children. Computers and Electrical Engineering, 99, 107812.
Noor, J. (2017). Metodologi Penelitian. Jakarta: Perpustakaan Nasional.
Putra, N. (2011). Research & Development. Jakarta: Raja Grafindo Persada.
Ramadhan, A. (2021). Student’s response toward utilizing discord application as an online learning media in learning speaking at senior high school. ISLLAC: Journal of Intensive Studies on Language, Literature, Art, and Culture, 5(1), 42-47.
Sugiyono. 2011. Metode Penelitian Kuantitatif, Kualitatif, Dan R&D. Bandung: Alfabeta.
Taufiqurrahman, T. (2010). Strategi Pembelajaran Kooperatif (Cooperative Learning Strategic). Fitrah: Jurnal Studi Pendidikan, 2(1).
Wijaya, C., & Rifa’i, M. (2016). Dasar-Dasar Manajemen mengoptimalkan pengelolaan organisasi secara efektif dan efisien. Perdana Publishing.
Wulandari, D. A., Murnomo, A., Wibawanto, H., & Suryanto, A. (2019). Pengembangan Mobile Learning berbasis Android pada Mata Pelajaran Rekayasa Perangkat Lunak di SMK Sultan Trenggono Kota Semarang. Jurnal Teknologi Informasi dan Ilmu Komputer (JTIIK), 6(5), 577-584.
Yu, X. (2021). Advanced Artificial Intelligence Assisted Learning Model for Smart Educational Learning Strategies for Teachers and Students.