Effectiveness of Using Android-Based Learning Media in Increasing Understanding and Basic Techniques of Student Basketball Games

Authors

DOI:

https://doi.org/10.31851/hon.v6i2.9976

Keywords:

Learning Media, Common Content Knowledge, Basic technique, Basketball

Abstract

This research is a follow-up study to test the effectiveness of learning media based on android applications that have been developed and validated by experts in previous studies. The Penjas Unsil Basketball Guige (PUBbG) application has been successfully created and validated by experts with good criteria,, which can already be tested for implementation on students, and research articles have been published in the JUARA Sinta 3 Journal. Therefore, in this study, the researcher attempted to investigate the effect of using an Android application-based learning media called Penjas Unsil Basketball Guide (PUBbG) in increasing students' understanding and basic techniques of playing basketball. As an illustration of the information in the Unsil Basketball Guide (PUBbG) Penjas application which includes a video tutorial on basic techniques that must be mastered by students at a minimum, along with a narrative text module which supports the video. The research method used is an experimental method with a pretest-posttest design to determine the effect of applying products made to increasing understanding and basic basketball techniques. Participants in this study were students of Physical Education at Siliwangi University. The instrument used was a student comprehension test with the Basketball Common Content Knowledge test and the Basic Basketball Skills Technique Test. Furthermore, the data analysis technique used is the t test to determine the effectiveness of the product used by testing the differences in pre-test and post-test results after implementing android application products and comparing them with the control group. The results showed that even though the two groups both showed an increase, only the understanding of students who had a significant difference with the experimental group had more impact than the control group. Whereas in basic technical skills, there was no significant difference between the two groups.

Author Biography

Budi Indrawan, Universitas Siliwangi

Pendidikan Jasmani

References

Andriyani, F. D. (2017). Kontribusi Penggunaan Jurnal Belajar Pada Pembelajaran Matakuliah Permainan Bolabasket. Jurnal Cakrawala Pendidikan, 36(1), 140–147.

Anshari, M., Almunawar, M. N., Shahrill, M., Wicaksono, D. K., & Huda, M. (2017). Smartphones usage in the classrooms: Learning aid or interference? Education and Information Technologies, 22(6), 3063–3079.

Duke, É., & Montag, C. (2017). Smartphone addiction, daily interruptions and self-reported productivity. Addictive Behaviors Reports, 6, 90–95.

Filiz, B., & Konukman, F. (2020). Teaching Strategies for Physical Education during the COVID-19 Pandemic: Editor: Ferman Konukman. Journal of Physical Education, Recreation & Dance, 91(9), 48–50.

Katadata.go.id. (2019). Pengguna Smartphone di Indonesia 2016-2019. Retrieved March 22, 2022, from https://databoks.katadata.co.id/datapublish/2016/08/08/pengguna-smartphone-di-indonesia-2016-2019

Majid, W., Adi, S., & Dwiyogo, W. D. (2021). Pengembangan Bahan Ajar Pembelajaran Pjok Materi Permainan Bola Basket Berbasis Multimedia Interaktif Pada Siswa Kelas XI. Gelanggang Pendidikan Jasmani Indonesia, 5(2). 132-141.

Malik, A. A., & Rubiana, I. (2019). Kemampuan Teknik Dasar Bola Basket: Studi Deskriptif Pada Mahasiswa. Journal of SPORT, 3(2), 79–84. https://doi.org/10.37058/sport.v3i2.1238

Mockus, L., Dawson, H., Edel-Malizia, S., Shaffer, D., An, J., & Swaggerty, A. (2011). The impact of mobile access on motivation: Distance education student perceptions. World Campus Learning Design, 4(5), 1–34.

Ngandhika, E. P., Rustiana, E. R., & Pramono, H. (2018). Development of Android-Based Rhythmic Activity Learning Media on Physical Education in High School. Journal of Physical Education and Sports, 7(2), 106-112.

Nurhasan. (2014). Tes dan Pengukuran Pendidikan Jasmani. Bandung: FPOK UPI.

Prasetyo, H., Kristiyanto, A., & Doewes, M. (2019). The development of Android-based mobile learning media in healthy lifestyle teaching materials for senior high school students. International Journal of Multicultural and Multireligious Understanding, 6(2), 188-194.

Ramdani, A., & Bayu, W. I. (2022). Efektivitas Penggunaan D’volleyball Learning Application Dalam Pembelajaran Pendidikan Jasmani. Jendela Olahraga, 7(2), 183-192.

Rubiana, I., Indrawan, B., & Malik, A. A. (2022). Development and Validation of UNSIL Basketball Guide (PUBbG) Applications Based on Android. JUARA: Jurnal Olahraga, 7(1), 241-248.

Sopian, R. R. (2020). Pengembangan Media Pembelajaran Chest Pass Bola Basket Berbasis Aplikasi Android. Universitas Siliwangi.

Tsuda, E., Ward, P., Ressler, J. D., Wyant, J., He, Y., Kim, I., & Santiago, J. A. (2022). Basketball Common Content Knowledge Instrument Validation. International Journal of Kinesiology in Higher Education, 1-13.

Vázquez-Cano, E. (2014). Mobile distance learning with smartphones and apps in higher education. Educational Sciences: Theory and Practice, 14(4), 1505–1520.

World Health Organization. (2015). Public health implications of excessive use of the internet, computers, smartphones and similar electronic devices: meeting report, Main Meeting Hall, Foundation for Promotion of Cancer Research, National Cancer Research Centre, Tokyo, Japan, 27-29 August. World Health Organization.

Wu, Q. (2015). Designing a smartphone app to teach English (L2) vocabulary. Computers & Education, 85, 170–179.

Yuliana, A. I., Astra, I. K. B., & Adi, I. P. P. (2018). Pengaruh Penggunaan Media Audio Visual Terhadap Hasil Belajar Teknik Dasar Passing Bola Basket. Jurnal Pendidikan Jasmani, Olahraga Dan Kesehatan Undiksha, 5(2).

Downloads

Additional Files

Published

2023-07-14