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Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis android menggunakan aplikasi Artifical Intelligence Virtual Instructur System sebagai inovasi kolaborasi praktek dan teoritis dalam satu tempat dalam pembelajaran praktikum, dimana pembelajaran era abad 21 merupakan pembelajaran antar lintas pada mahasiswa penjas pada mata kuliah bulutangkis. Penelitian ini menggunakan metode Research and Development (R&D) yang mengacu pada model penelitian dan pengembangan 4D (four-D), yaitu pendefinisian (define), perancangan (design), pengembangan (develop), dan penyebaran (disseminate). Media pembelajaran berbasis android yang dikembangkan ini akan diujicobakan pada mahasiswa yang mengambil mata kuliah Bulutangkis, Program Studi Pendidikan Jasmani FKIP UNIB. Instrumen penelitian yang digunakan untuk mengumpulkan data pada penelitian ini menggunakan angket dan teknik tes. Terdapat tiga angket yang akan disebarkan dalam penelitian ini, yaitu angket ahli materi, angket validasi ahli media, dan angket tanggapan mahasiswa. Hasilnya, total skor yang diperoleh dari gabungan validasi ahli materi, media, dan pengguna adalah sebesar 139,5 atau memperoleh nilai rata-rata 4,1 yang artinya Media Pembelajaran BulutangkisBerbasis Artificial Intelligence Virtual Instructur System yang peneliti kembangkan masuk ke dalam kategori Layak digunakan dalam kegiatan pembelajaran.
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Hak Cipta (c) 2024 Septian Raibowo, Bogy Restu Ilahi, Oddie Barnanda Rizky

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Referensi
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- Cabello-Manrique, D., Lorente, J. A., Padial-Ruz, R., & Puga-González, E. (2022). Play Badminton Forever: A Systematic Review of Health Benefits. International Journal of Environmental Research and Public Health, 19(15), 9077. https://doi.org/10.3390/ijerph19159077
- Chmait, N., & Westerbeek, H. (2021). Artificial Intelligence and Machine Learning in Sport Research: An Introduction for Non-data Scientists. Frontiers in Sports and Active Living, 3, 682287. https://doi.org/10.3389/fspor.2021.682287
- Nind, M., & Lewthwaite, S. (2020). A conceptual-empirical typology of social science research methods pedagogy. Research Papers in Education, 35(4), 467–487. https://doi.org/10.1080/02671522.2019.1601756
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- Solikhin, F., Handayani, D., & Rohiat, S. (2022). The Effect of Using Augmented Reality-Based Learning Media on Chemistry Students’ Conceptual Understanding on Molecular Shape. Acta Chimica Asiana, 5(2), Article 2. https://doi.org/10.29303/aca.v5i2.128
- Wismanadi, H., Kafrawi, F. R., Pramono, M., Firmansyah, A., & Rusdiawan, A. (2020). Rasio Interval Training Dalam Latihan Shadow Bulutangkis Terhadap Power dan Kecepatan. Journal Sport Area, 5(2), 186–198. https://doi.org/10.25299/sportarea.2020.vol5(2).5019
- Xu, Y., Liu, X., Cao, X., Huang, C., Liu, E., Qian, S., Liu, X., Wu, Y., Dong, F., Qiu, C.-W., Qiu, J., Hua, K., Su, W., Wu, J., Xu, H., Han, Y., Fu, C., Yin, Z., Liu, M., … Zhang, J. (2021). Artificial intelligence: A powerful paradigm for scientific research. The Innovation, 2(4), 100179. https://doi.org/10.1016/j.xinn.2021.100179
- Yong, S.-T., & Gates, P. (2014). Born Digital: Are They Really Digital Natives? International Journal of E-Education, e-Business, e-Management and e-Learning, 4(2), Article 2. https://doi.org/10.7763/IJEEEE.2014.V4.311
Referensi
Abdulrahaman, M. D., Faruk, N., Oloyede, A. A., Surajudeen-Bakinde, N. T., Olawoyin, L. A., Mejabi, O. V., Imam-Fulani, Y. O., Fahm, A. O., & Azeez, A. L. (2020). Multimedia tools in the teaching and learning processes: A systematic review. Heliyon, 6(11), Article 11. https://doi.org/10.1016/j.heliyon.2020.e05312
Blair, H. C., & Sullivan, H. (2022). Effects of Long-term Professional Development Training in Technology Integration on Teacher and Student Performance. International Journal Of Instructional Technology, 1(1), Article 1. https://doi.org/doi.org/10.15408/ijit.vxix.xxxx
Cabello-Manrique, D., Lorente, J. A., Padial-Ruz, R., & Puga-González, E. (2022). Play Badminton Forever: A Systematic Review of Health Benefits. International Journal of Environmental Research and Public Health, 19(15), 9077. https://doi.org/10.3390/ijerph19159077
Chmait, N., & Westerbeek, H. (2021). Artificial Intelligence and Machine Learning in Sport Research: An Introduction for Non-data Scientists. Frontiers in Sports and Active Living, 3, 682287. https://doi.org/10.3389/fspor.2021.682287
Nind, M., & Lewthwaite, S. (2020). A conceptual-empirical typology of social science research methods pedagogy. Research Papers in Education, 35(4), 467–487. https://doi.org/10.1080/02671522.2019.1601756
S. Supriyono. (2022). RESEARCH AND DEVELOPMENT: MODEL BORG & GALL (BAHAN AJAR REVISI). https://doi.org/10.13140/RG.2.2.10113.94566
Solikhin, F., Handayani, D., & Rohiat, S. (2022). The Effect of Using Augmented Reality-Based Learning Media on Chemistry Students’ Conceptual Understanding on Molecular Shape. Acta Chimica Asiana, 5(2), Article 2. https://doi.org/10.29303/aca.v5i2.128
Wismanadi, H., Kafrawi, F. R., Pramono, M., Firmansyah, A., & Rusdiawan, A. (2020). Rasio Interval Training Dalam Latihan Shadow Bulutangkis Terhadap Power dan Kecepatan. Journal Sport Area, 5(2), 186–198. https://doi.org/10.25299/sportarea.2020.vol5(2).5019
Xu, Y., Liu, X., Cao, X., Huang, C., Liu, E., Qian, S., Liu, X., Wu, Y., Dong, F., Qiu, C.-W., Qiu, J., Hua, K., Su, W., Wu, J., Xu, H., Han, Y., Fu, C., Yin, Z., Liu, M., … Zhang, J. (2021). Artificial intelligence: A powerful paradigm for scientific research. The Innovation, 2(4), 100179. https://doi.org/10.1016/j.xinn.2021.100179
Yong, S.-T., & Gates, P. (2014). Born Digital: Are They Really Digital Natives? International Journal of E-Education, e-Business, e-Management and e-Learning, 4(2), Article 2. https://doi.org/10.7763/IJEEEE.2014.V4.311