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Abstract
This research was conducted to find out how the role of augmented reality technology in solving problems in the field regarding reaction patterns and timing in table tennis power spin shot techniques with the PjBL approach. the final product of this research is in the form of 3D augmented reality assemblr technology that can be applied via smartphone by scanning the barcode. The method used is R&D with the development design used is ADDIE. the stages in the model, namely analysis, design, development, implementation and evaluation. Augmented reality assemblr 3D product in the form of a barcode, which there are 6 main menus on the front display. the results of research on the subject of PJKR students in semester III of class 2023 show that augmented reality learning media can be implemented well with the results of testing Assemblr 3D AR (Augmented Reality) learning media obtained an average score of 90.77% with the category (very good). With an indicator of suitability of 89%, understandability of 93.5%, usefulness of 90%, skill development and learning motivation of 91.75 media functionality and convenience of 90%. Based on the results of the augmented reality test, it can be concluded that AR (Augmented Reality) technology is feasible to use as a learning media feasible to use as a medium for learning table tennis UNUGIRI PJKR students.
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Copyright (c) 2024 Rohmad Apriyanto, Hilmy Aliriad, Mohamad Da’i, Adi S; Suningsih Suningsih, Aris Wiji

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References
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- Wijayanto, A. (2022). Teknologi Metaverse dalam Ilmu Keolahragaan.
- Yuda, U. W., Rhamadani, M., Pratama, M. B., & Sutabri, T. (2024). Implementasi Metaverse pada Proses Pembelajaran. IJM: Indonesian Journal of Multidisciplinary, 2(1), 115–121.
- Zaeriyah, S. (2022). Peningkatan motivasi belajar menggunakan Project Based Learning (PJBL) melalui media vlog materi senam aerobik. Ide Guru: Jurnal Karya Ilmiah Guru, 7(1), 40–46.
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References
Asrori, N. (2021). Media Pembelajaran Olahraga Senam Lantai Dengan Augmented Reality Berbasis Android. Jurnal Informatika Dan Rekayasa Perangkat Lunak, 2(4), 559–569.
Barlian, U. C., & Ismelani, N. (2022). Metaverse Sebagai Upaya Menghadapi Tantangan Pendidikan Di Masa Depan. JOEL: Journal of Educational and Language Research, 1(12), 2133–2140.
Bennett, N., & Lemoine, J. (2014). What VUCA really means for you. Harvard Business Review, 92(1/2).
Calabuig-Moreno, F., González-Serrano, M. H., Fombona, J., & Garcia-Tascon, M. (2020). The emergence of technology in physical education: A general bibliometric analysis with a focus on virtual and augmented reality. Sustainability, 12(7), 2728.
Chang, K.-E., Zhang, J., Huang, Y.-S., Liu, T.-C., & Sung, Y.-T. (2020). Applying augmented reality in physical education on motor skills learning. Interactive Learning Environments, 28(6), 685–697.
Goel, R., Baral, S. K., Mishra, T., & Jain, V. (2023). Augmented and Virtual Reality in Industry 5.0 (Vol. 2). Walter de Gruyter GmbH & Co KG.
Hasibuan, S., & Chairad, M. (2023). The Development of Augmented Reality (AR) in Anatomy Course. International Journal of Education in Mathematics, Science and Technology, 11(3), 744–754.
Kye, B., Han, N., Kim, E., Park, Y., & Jo, S. (2021). Educational applications of metaverse: possibilities and limitations. Journal of Educational Evaluation for Health Professions, 18.
Lee, L.-H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., Kumar, A., Bermejo, C., & Hui, P. (2021). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. ArXiv Preprint ArXiv:2110.05352.
Liu, Y., Sathishkumar, V. E., & Manickam, A. (2022). Augmented reality technology based on school physical education training. Computers and Electrical Engineering, 99, 107807.
Ma, D., Hu, X., Shi, J., Patel, M., Jain, R., Liu, Z., Zhu, Z., & Ramani, K. (2024). avaTTAR: Table Tennis Stroke Training with Embodied and Detached Visualization in Augmented Reality. Proceedings of the 37th Annual ACM Symposium on User Interface Software and Technology, 1–16.
Merdeka, M. B. K. (2020). Buku Panduan Merdeka Belajar-Kampus Merdeka. Direktorat Jenderal Pendidikan Tinggi Kementerian Pendidikan Dan Kebudayaan.
Oagaz, H., Schoun, B., & Choi, M.-H. (2021). Performance improvement and skill transfer in table tennis through training in virtual reality. IEEE Transactions on Visualization and Computer Graphics, 28(12), 4332–4343.
Oh, S., Yoon, B.-J., & Park, H. (2024). Location-based electrotactile feedback localizes hitting point in virtual-reality table tennis game. Biomedical Engineering Letters, 1–12.
Ramadhan, M. G., Ma’mun, A., & Mahendra, A. (2020). Implementasi Kebijakan Olahraga Pendidikan sebagai Upaya Pembangunan Melalui Olahraga Berdasarkan Undang-Undang Sistem Keolahragaan Nasional. JTIKOR (Jurnal Terapan Ilmu Keolahragaan), 5(1), 69–80.
Rasyida, R., Nurdin, E. A., & Rasim, R. (2023). Pembelajaran Berbasis Metaverse–Virtual Reality Menggunakan Spatial. io dengan Model Discovery Learning untuk Meningkatkan Minat dan Pemahaman Siswa. Jurnal Pendidikan Tambusai, 7(2), 15875–15882.
Rohendi, A., & Rustiawan, H. (2020). Kebutuhan Sport Science Pada Bidang Olahraga Prestasi. Journal Respecs, 2(1), 1–16.
Rustandi, A. (2021). Penerapan model ADDIE dalam pengembangan media pembelajaran di SMPN 22 Kota Samarinda. Jurnal Fasilkom, 11(2), 57–60.
Safadel, P., & White, D. (2017). A comparative analysis of augmented reality and two-dimensional using molecular modeling on student learning. Society for Information Technology & Teacher Education International Conference, 1774–1776.
Santika, I. G. N., Suarni, N. K., & Lasmawan, I. W. (2022). Analisis perubahan kurikulum ditinjau dari kurikulum sebagai suatu ide. Jurnal Education and Development, 10(3), 694–700.
Sintaro, S., Surahman, A., & Khairandi, N. (2020). Aplikasi pembelajaran teknik dasar futsal menggunakan augmented reality berbasis android. TELEFORTECH: Journal of Telematics and Information Technology, 1(1), 22–31.
Suryaman, M. (2020). Orientasi Pengembangan Kurikulum Merdeka Belajar. Seminar Nasional Pendidikan Bahasa Dan Sastra, 1(1), 13–28.
Wijayanto, A. (2022). Teknologi Metaverse dalam Ilmu Keolahragaan.
Yuda, U. W., Rhamadani, M., Pratama, M. B., & Sutabri, T. (2024). Implementasi Metaverse pada Proses Pembelajaran. IJM: Indonesian Journal of Multidisciplinary, 2(1), 115–121.
Zaeriyah, S. (2022). Peningkatan motivasi belajar menggunakan Project Based Learning (PJBL) melalui media vlog materi senam aerobik. Ide Guru: Jurnal Karya Ilmiah Guru, 7(1), 40–46.
Zaeriyah, S. (2023). Peningkatan Motivasi dan Hasil Belajar Siswa Menggunakan Model Project Based Learning (PjBL) Berbasis Tik-Tok. Ide Guru: Jurnal Karya Ilmiah Guru, 8(1), 106–111.