Development of Android Application "Akuatikabiomek" for Learning Aquatic Sports Biomechanics

Authors

  • Norma Anggara Universitas Lambung Mangkurat
  • Eka Purnama Indah Universitas Lambung Mangkurat
  • Rizal Ardiansyah Universitas Lambung Mangkurat
  • Milda vinna br Payung Universitas Quality Berastagi

DOI:

https://doi.org/10.31851/hon.v9i1.20803

Abstract

This research aims to develop the Android application AaquaikaBiomek as a digital learning medium to support the biomechanics analysis of water sports movement. Development is carried out using the 4D model or Four-D Model proposed by Thiagarajan which consists of the define, design, develop, and disseminate stages. The application is designed to facilitate Physical Education students in learning the principles of water biomechanics through video-based motion analysis features, motion phase simulations, and interactive learning modules. The research uses a Research & Development approach by involving expert validators, lecturers, and students. The sample consisted of 131 students who took water courses. The instruments include user needs analysis, expert validation sheets, and system usability scale (SUS) questionnaires. The results showed that the AaquaikaBiomek application obtained a content validity score of 95.83% and media validity of 93.75%, both of which are categorized as very feasible. User feasibility testing through a usability assessment resulted in a score of 87.01, which indicates that the app is easy to use, engaging, and useful in the learning process. Thus, the AkuatikaBiomek application is declared valid, practical, and feasible to be used as a learning medium for aquatic sports biomechanics, both in face-to-face, hybrid, and independent learning.

References

Ahmad, A. (2014). Pengaruh media pembelajaran berbasis android terhadap motivasi belajar siswa. Jurnal Teknologi Pendidikan, 16(2), 45–56.

Arisman, A., & Noviarini, T. (2021). Tabata Workout dalam Meningkatkan Kebugaran Atlet Panahan. Halaman Olahraga Nusantara (Jurnal Ilmu Keolahragaan), 4(1), 12–22.

Casey, A. (2017). Digital technology in physical education: Global perspectives. Sport, Education and Society, 22(7), 799–802. https://doi.org/10.1080/13573322.2017.1341144

Hall, S. J. (2018). Basic biomechanics (8 (ed.)). McGraw-Hill Education.

Huang, Y. M., & Chiu, P. S. (2015). The effectiveness of the 4D model in developing digital learning materials: A case study. Educational Technology Research and Development, 63(4), 577–591.

Kearney, M. (2012). A learning framework for mobile learning. In M. Kearney, S. Schuck, K. Burden, & P. Aubusson (Eds.), Mobile learning: Case studies in higher education (pp. 3–22). University of Technology Sydney.

Kretschmann, J. (2015). The impact of visual-based learning on students’ understanding of biomechanical principles. Journal of Teaching in Physical Education, 34(3), 456–471.

Kwon, Y., Lee, S., & Kim, J. (2019). Enhancing biomechanical analysis skills through visual media without direct motion measurement. Journal of Biomechanics, 88, 120–128.

Mayer, R. E. (2009). Multimedia learning (2 (ed.)). Cambridge University Press.

Ningrum, D. A., & Cahyono, A. (2021). The influence of user interface design on the usability of digital learning media. International Journal of Human-Computer Interaction, 37(8), 721–734.

Prastowo, A. (2020). Pengembangan sumber belajar. Prenada Media.

Puel, F. (2020). Visual feedback as an effective tool for correcting technique in aquatic sports: A systematic review. Journal of Sports Sciences, 38(5), 567–579.

Sanders, R. (2015). Sport biomechanics: The basics: Optimising human performance. A&C Black.

Sanders, R., & Psycharakis, S. G. (2018). The role of visual feedback in swimming biomechanics education. International Journal of Sports Science & Coaching, 13(1), 1–10.

Sauro, J. (2018). A practical guide to the System Usability Scale: Background, benchmarks & best practices. MeasuringU.

Sugiyono. (2019). Metode penelitian kuantitatif, kualitatif, dan R&D. Alfabeta.

Sung, Y. T., Chang, K. E., & Liu, T. C. (2016). The effects of integrating mobile devices with teaching and learning on students’ learning performance: A meta-analysis and research synthesis. Computers & Education, 94, 252–275. https://doi.org/10.1016/j.compedu.2015.11.008

Wijaya, H., Sutrisno, S., & Putri, R. (2020). Applying the Four-D model for interactive learning media development in higher education. Journal of Educational Technology & Society, 23(2), 89–101.

Yuniarti, T., Hidayat, D., & Ramdhani, M. (2022). The use of Android-based applications to improve learning motivation and understanding of concepts in sports science students. Journal of Physical Education and Sport, 22(1), 234–241.

Downloads

Additional Files

Published

2026-01-10