Development of interactive learning media for low and overhead passing techniques in volleyball based on android technology using MIT app inventor
Bibliographic Data
| ID | 22249790 |
|---|---|
| Authors | Yuni Astuti (0000-0003-3359-4004, State University of Padang, corresponding author), Zulbahri Zulbahri (State University of Padang), Erianti Erianti (State University of Padang), Damrah Damrah (State University of Padang), Pitnawati Pitnawati (State University of Padang), Rosmawati Rosmawati (0000-0002-3530-5336, State University of Padang) |
| Year | 2022 |
| Volume | 6 |
| Pages | 213-220 |
| Publication date | 2022-01-26 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Linguistics and Culture Review (JOURNAL) |
| Journal identifiers | ISSN: 2690-103X • E-ISSN: 2690-103X |
| Publisher | Scientific and Literature Open Access Publishing (PUBLISHER) |
| DOI | 10.21744/lingcure.v6ns3.2132 |
| OpenAlex | W4210437689 |
| Language | EN |
| Citations received | 1 |
| References cited | 4 |
Education is one of the sectors affected by COVID-19, including education in universities, resulting in the transformation of synchronous learning into asynchronous learning. Because covid 19 suddenly came to change the entire process of human life in the world, including changing the learning process in the world of education. Educators are required to be able to use technology in the preparation of teaching materials so that lectures continue to run as they should. Based on the learning process in the July-December semester which is fully online, of course, many problems are found. Based on the problems faced, the purpose of this research is to develop interactive learning media for the technique of passing down and passing over based on android technology using MIT App Inventor. The sample in this study was 120 students who took volleyball lessons. The stages of research methods are analysis, design, development, implementation, and evaluation. From the results of data analysis on the media validation test to see the feasibility of the media carried out, it was obtained an average value of 67.5 with a percentage of 77% and was categorized as feasible after revision of the media
Android application · Asynchronous communication · Distance education · Mathematics education · Multimedia · Operating system · Telecommunications · Blockchain Technology in Education and Learning · Computer Science · Multimedia Learning Systems · Psychology · Sports and Physical Education Research
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| Citations per year | 0.25 |
|---|---|
| Citation span | 2022 - 2022 (1) |
| Highly cited | No |