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Abstract
This study aims to develop interactive learning media based on Android using the 3D Augmented Reality Visualization application as an innovation of practical and theoretical collaboration in one place in practicum learning, where learning in the 21st century is cross-learning for physical education students in futsal courses in the independent learning era. - independent campus. This study uses the Research and Development (R&D) method which refers to the 4D (four-D) research and development model, namely define, design, develop, and disseminate. The developed Android-based learning media will be tested on students taking the Futsal course, the FKIP UNIB Physical Education Study Program. The research instrument used to collect data in this study used questionnaires and test techniques. There are three questionnaires that will be distributed in this study, namely the material expert questionnaire, the media expert validation questionnaire, and the student response questionnaire. As a result, the total score obtained from the combined validation of material experts, media, and users is 139.5 or obtains an average value of 4.1, which means that the Android Based Futsal Learning Media with 3D Augmented Reality Visualization that the researchers developed falls into the category Suitable for use in learning activities.
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Copyright (c) 2023 Bogy Restu Ilahi, Syafrial, Fina Hiasa

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References
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- Arsyad, A. (2002). Media Pembelajaran Jakarta: Raja Grafindo Persada.
- Asmani, J. M. M. (2016). Tips Efektif Cooperative Learning: Pembelajaran Aktif, Kreatif, dan Tidak Membosankan. Diva Press.
- Azuma, Ronald T. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments.
- Dananjaya, U. (2023). Media pembelajaran aktif. Nuansa cendekia.
- Diski, S. A. (2021). Pengembangan Media Pembelajaran Augmented Reality Pada Mata Pelajaran Pendidikan Jasmani Di SMA Negeri 3 Jember (Doctoral dissertation, Politeknik Negeri Jember).
- 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.
- Haller, M., Billinghurst, M., & Thomas, B. (Eds.). (2006). Emerging technologies of augmented reality: Interfaces and design: Interfaces and design. Igi Global.
- Hansson & others.(2020). Book Talks as an Approach to Nature of Science Teaching in Early Childhood Education Early Childhood Education. International Journal of Science Education, 0.0 (2020), 1–17 https://doi.org/10.1080/09500693.2020.1812011
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- Ilmawan M. (2016). Pemanfaatan Augmented Reality sebagai Media Pembelajaran. JPTK FT UNY (Vol. 13, No. 2). Hlm 174-183
- Lhaksana, J. (2011). Taktik dan Strategi Futsal Modern. Jakarta: Be Champion
- Maftakun. (2020). Pengembangan Media Pembelajaran teka teki silang berbasis Android pada Mata Pelajaran bahasa Indonesia. Tesis. IAIN Salatiga
- Putra, N. (2011). Research & Development. Jakarta: Raja Grafindo Persada.
- Rosita, D., & Dikcita, D. (2020). Pengembangan Media Pembelajaran Augmented Reality Berbasis Android Mata Pelajaran Sejarah. Media Bina Ilmiah, 15(3), 4305-4314.
- Rusman. (2008). Manajemen Kurikulum (Seri Manajemen Sekolah Bermutu). Bandung : Mulia Mandiri Press.
- Sastiawan, W. H. (2019). Upaya Meningkatkan Hasil Belajar Permainan Futsal Dengan Perkembangan Sarana Dan Prasarana Pada Yp. Pembangunan Nasional. Focus Mahasiswa Upmi, 1(2), 21-27.
- Suci, I. G. S., Indrawan, I., Wijoyo, H., & Kurniawan, F. (2020). Transformasi digital dan gaya belajar. Banyumas: Pena Persada.
- Sugiyono. (2010). Metode penelitian kuantitatif, kualitatif dan R&D. Bandung: Alfabeta.
- Siahaan, M. (2020). Dampak pandemi Covid-19 terhadap dunia pendidikan. Jurnal Kajian Ilmiah, 1(1).
- Silalahi, J. (2022). Pengembangan Teknologi Media Pembelajaran Berbasis Augmented Reality Untuk Meningkatkan Hasil Belajar Mata Pelajaran Komputer Dan Jaringan Dasar Di Kelas X Tkj Di Sekolah Smk Negeri 9 Medan (Doctoral dissertation, UNIMED).
- Sugeng, S., Vepi, A., & Satya, S. (2022). Media Pembelajaran Berbasis Teknologi Augmented Reality. Mosharafa: Jurnal Pendidikan Matematika, 11(3), 459-470.
- Surani, D. (2019,). Studi literatur: Peran teknolog pendidikan dalam pendidikan 4.0. In Prosiding Seminar Nasional Pendidikan FKIP (Vol. 2, No. 1, pp. 456-469).
- Thiagarajan, S., Semmel, D. S., & Semmel, M. I. (1974). Instructional development for training teachers of exceptional children.
- 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.
- Zaifullah, Z., Cikka, H., & Kahar, M. I. (2021). Strategi Guru Dalam Meningkatkan Interaksi dan Minat Belajar Terhadap Keberhasilan Peserta Didik Dalam Menghadapi Pembelajaran Tatap Muka di Masa Pandemi Covid 19. Guru Tua: Jurnal Pendidikan Dan Pembelajaran, 4(2), 9-18.
References
Anshori, S. (2018). Pemanfaatan teknologi informasi dan komunikasi sebagai media pembelajaran. Civic-Culture: Jurnal Ilmu Pendidikan PKn dan Sosial Budaya, 2(1).
Arsyad, A. (2002). Media Pembelajaran Jakarta: Raja Grafindo Persada.
Asmani, J. M. M. (2016). Tips Efektif Cooperative Learning: Pembelajaran Aktif, Kreatif, dan Tidak Membosankan. Diva Press.
Azuma, Ronald T. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments.
Dananjaya, U. (2023). Media pembelajaran aktif. Nuansa cendekia.
Diski, S. A. (2021). Pengembangan Media Pembelajaran Augmented Reality Pada Mata Pelajaran Pendidikan Jasmani Di SMA Negeri 3 Jember (Doctoral dissertation, Politeknik Negeri Jember).
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.
Haller, M., Billinghurst, M., & Thomas, B. (Eds.). (2006). Emerging technologies of augmented reality: Interfaces and design: Interfaces and design. Igi Global.
Hansson & others.(2020). Book Talks as an Approach to Nature of Science Teaching in Early Childhood Education Early Childhood Education. International Journal of Science Education, 0.0 (2020), 1–17 https://doi.org/10.1080/09500693.2020.1812011
Hidayat, M., Primantara, R., & Subandi, S. (2022). Perancangan Media Pembelajaran Perangkat Keras Komputer (Hardware) Berbasis Augmented Reality. Lentera: Jurnal Ilmiah Kependidikan--Edisi Khusus ISETA, 16-27.
Ilmawan M. (2016). Pemanfaatan Augmented Reality sebagai Media Pembelajaran. JPTK FT UNY (Vol. 13, No. 2). Hlm 174-183
Lhaksana, J. (2011). Taktik dan Strategi Futsal Modern. Jakarta: Be Champion
Maftakun. (2020). Pengembangan Media Pembelajaran teka teki silang berbasis Android pada Mata Pelajaran bahasa Indonesia. Tesis. IAIN Salatiga
Putra, N. (2011). Research & Development. Jakarta: Raja Grafindo Persada.
Rosita, D., & Dikcita, D. (2020). Pengembangan Media Pembelajaran Augmented Reality Berbasis Android Mata Pelajaran Sejarah. Media Bina Ilmiah, 15(3), 4305-4314.
Rusman. (2008). Manajemen Kurikulum (Seri Manajemen Sekolah Bermutu). Bandung : Mulia Mandiri Press.
Sastiawan, W. H. (2019). Upaya Meningkatkan Hasil Belajar Permainan Futsal Dengan Perkembangan Sarana Dan Prasarana Pada Yp. Pembangunan Nasional. Focus Mahasiswa Upmi, 1(2), 21-27.
Suci, I. G. S., Indrawan, I., Wijoyo, H., & Kurniawan, F. (2020). Transformasi digital dan gaya belajar. Banyumas: Pena Persada.
Sugiyono. (2010). Metode penelitian kuantitatif, kualitatif dan R&D. Bandung: Alfabeta.
Siahaan, M. (2020). Dampak pandemi Covid-19 terhadap dunia pendidikan. Jurnal Kajian Ilmiah, 1(1).
Silalahi, J. (2022). Pengembangan Teknologi Media Pembelajaran Berbasis Augmented Reality Untuk Meningkatkan Hasil Belajar Mata Pelajaran Komputer Dan Jaringan Dasar Di Kelas X Tkj Di Sekolah Smk Negeri 9 Medan (Doctoral dissertation, UNIMED).
Sugeng, S., Vepi, A., & Satya, S. (2022). Media Pembelajaran Berbasis Teknologi Augmented Reality. Mosharafa: Jurnal Pendidikan Matematika, 11(3), 459-470.
Surani, D. (2019,). Studi literatur: Peran teknolog pendidikan dalam pendidikan 4.0. In Prosiding Seminar Nasional Pendidikan FKIP (Vol. 2, No. 1, pp. 456-469).
Thiagarajan, S., Semmel, D. S., & Semmel, M. I. (1974). Instructional development for training teachers of exceptional children.
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.
Zaifullah, Z., Cikka, H., & Kahar, M. I. (2021). Strategi Guru Dalam Meningkatkan Interaksi dan Minat Belajar Terhadap Keberhasilan Peserta Didik Dalam Menghadapi Pembelajaran Tatap Muka di Masa Pandemi Covid 19. Guru Tua: Jurnal Pendidikan Dan Pembelajaran, 4(2), 9-18.