Experts’ judgment and perception of android-based materials for sports massage learning
Keywords:
Android, expert, massage material, validationAbstract
This study aims to obtain the results of the product validation of the Android-based massage learning material model that has been designed through expert judgment and perception. The experts involved in the research are massage, learning, and media experts. The research method uses quantitative research in order to analyze quantitative data using IBM SPSS 25.0. Descriptive statistical results percentage. The results of the study concluded that the android-based massage learning material was feasible to use. Some inputs for product improvement are the addition of instructions for using the application, a display with a spread pattern, adding instructional content, simplifying the display, a simulation video, adding competence according to the Indonesian National Framework of Qualifications format, and lowering the file capacity to make it easier to access by the Android OS. The results of this study have implications for the understanding of lecturer who have developed appropriate and effective learning material.
Downloads
References
Al-Haliq, M. (2020). The Effect of a Training Program Using Speed-Specific Strength Exercises on Sensory-Motor Perception in Learning Stroke Forehand Smash in Badminton Material for Students of the Hashemite University. International Journal of Human Movement and Sports Sciences, 8(6), 299–307. https://doi.org/10.13189/SAJ.2020.080601
Ary, D., Jacobs, L. C., Sorensen, C., & Razavieh, A. (2010). Introduction to Research in Education (8 Edition). Cengage Learning.
Balacheff, N., Ludvigsen, S., De Jong, T., Lazonder, A., & Barnes, S. (2009). Technology-enhanced learning: Principles and products. Technology-Enhanced Learning: Principles and Products, 1–323. https://doi.org/10.1007/978-1-4020-9827-7
Cheon, J., Lee, S., Crooks, S. M., & Song, J. (2012). An investigation of mobile learning readiness in higher education based on the theory of planned behavior. Computers and Education, 59(3), 1054–1064. https://doi.org/10.1016/j.compedu.2012.04.015
Cho, V., Mansfield, K. C., & Claughton, J. (2020). The past and future technology in classroom management and school discipline: A systematic review. Teaching and Teacher Education, 90, 103037. https://doi.org/10.1016/j.tate.2020.103037
Ciampa, K. (2014). Learning in a mobile age: An investigation of student motivation. Journal of Computer Assisted Learning, 30(1), 82–96. https://doi.org/10.1111/jcal.12036
Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches fifth edition. SAGE Publications Inc.
Crompton, H., & Sykora, C. (2021). Developing instructional technology standards for educators: A design-based research study. Computers and Education Open, 2, 100044. https://doi.org/10.1016/j.caeo.2021.100044
Domingo, M. G., & Garganté, A. B. (2016). Exploring the use of educational technology in primary education: Teachers’ perception of mobile technology learning impacts and applications’ use in the classroom. Computers in Human Behavior, 56, 21–28. https://doi.org/10.1016/J.CHB.2015.11.023
Efendy, B.A., Hanif, A.S., Sulaiman, I & Lanos, M.E.C. (2022). Android-Based Material for Sports Massage Learning. International Journal of Human Movement and Sports Sciences, 10(1), 112 - 120. doi: 10.13189/saj.2022.100116.
Hediansah, D. H. D. (2019). Building Motivation and Improving Learning Outcomes with Android-Based Physics Books: Education 4.0. Anatolian Journal of Education, 4(2), 1–10. https://doi.org/10.29333/aje.2019.421a
Hermanto, Y. B., & Srimulyani, V. A. (2021). The Challenges of Online Learning During the Covid-19 Pandemic. Jurnal Pendidikan Dan Pengajaran, 54(1), 46–57. https://doi.org/10.23887/JPP.V54I1.29703
Iyengar, K., Upadhyaya, G. K., Vaishya, R., & Jain, V. (2020). COVID-19 and applications of smartphone technology in the current pandemic. Diabetes and Metabolic Syndrome: Clinical Research and Reviews, 14(5), 733–737. https://doi.org/10.1016/J.DSX.2020.05.033
Kearney, M., Schuck, S., Burden, K., & Aubusson, P. (2012). Viewing mobile learning from a pedagogical perspective. Research in Learning Technology, 20(1), 1–17. https://doi.org/10.3402/rlt.v20i0/14406
Kos, A., Wei, Y., Tomažič, S., & Umek, A. (2018). The role of science and technology in sport. Procedia Computer Science, 129, 489–495. https://doi.org/10.1016/j.procs.2018.03.029
Kukulska‐Hulme, A., Lee, H., & Norris, L. (2017). Mobile Learning Revolution. The Handbook of Technology and Second Language Teaching and Learning, 217–233. https://doi.org/10.1002/9781118914069.CH15
Lutfianto, I., Herpandika, R. P., & Kurniawan, W. P. (2021). Pengembangan Media Pembelajaran Mobile Learning Berbasis Android dalam Pembelajaran Renang untuk Siswa Kelas X SMA Negeri di Tulungagung. Jurnal Pendidikan Kesehatan Rekreasi, 7(2), 392-411. https://doi.org/10.5281/zenodo.4993588
Miles, M. B., & Huberman, A. M. (1994). Qualitative Data Analysis; An Expanded Sourcebook. Sage Publication.
Olofsson, A. D., Fransson, G., & Lindberg, J. O. (2020). A study of the use of digital technology and its conditions with a view to understanding what ‘adequate digital competence’ may mean in a national policy initiative. Educational Studies, 46(6), 727–743. https://doi.org/10.1080/03055698.2019.1651694
Özcan, M. S., & Kert, S. B. (2020). Use of mobile applications in collocation teaching. Cypriot Journal of Educational Sciences, 15(5), 1170–1184. https://doi.org/10.18844/cjes.v15i5.4629
Pratama, B. A., Sucipto, S., & Nanda Hanief, Y. (2022). Improving learning in physical education: Augmented reality mobile app-based for fundamental motor skill . Jurnal SPORTIF : Jurnal Penelitian Pembelajaran, 8(2), 314 - 326. https://doi.org/10.29407/js_unpgri.v8i2.18508
Purcell, K., Buchanan, J., & Friedrich, L. (2013). How Teachers Are Using Technology at Home and in Their Classrooms. Pew Research Center. https://www.pewresearch.org/internet/2013/02/28/how-teachers-are-using-technology-at-home-and-in-their-classrooms/
Refiater, U. H., Tangkudung, J., & Hernawan. (2020). Development Model for Android-based Shot Put Orthodox Styles. International Journal of Human Movement and Sports Sciences, 8(6A), 51–56. https://doi.org/10.13189/SAJ.2020.080709
Sailer, M., Murböck, J., & Fischer, F. (2021). Digital learning in schools: What does it take beyond digital technology? Teaching and Teacher Education, 103, 103346. https://doi.org/10.1016/j.tate.2021.103346
Samsudin, S., Gani, R. A., Setiawan, E., Németh, Z., Kardiyanto, D. W., & Winarno, M. E. (2022). Increasing Physical Activity and Fundamental Movement Skills of Primary School Students during the Covid-19 through Exergame. Physical Education Theory and Methodology, 22(4), 459–465. https://doi.org/10.17309/tmfv.2022.4.01
Setiakarnawijaya, Y., Safadilla, E., Rahmadani, E.A., Robianto, A & Fachrezzy, F. (2021). Android-based physical fitness software guidance. Journal of Physical Education and Sport, 21(4), 2313 – 2319. doi:10.7752/jpes.2021.s4295
Sipilä, K. (2014). Educational use of information and communications technology: Teachers’ perspective. Technology, Pedagogy and Education, 23(2), 225–241. https://doi.org/10.1080/1475939X.2013.813407
Subic, A., Fuss, F. K., Alam, F., & Clifton, P. (2011). The Impact of Technology on Sport IV. Procedia Engineering, 13, 3. https://doi.org/10.1016/j.proeng.2011.05.042
Sulaksono, G. (2021). Development of android based augmented reality video for tennis courts learning. Journal Sport Area, 6(2), 218-230. https://doi.org/10.25299/sportarea.2021.vol6(2).6361
Toto, G., & Strazzeri, I. (2019). Sport and physical education as prevention against technological addictions. Journal of Human Sport and Exercise, 14(1), 140-146. doi:https://doi.org/10.14198/jhse.2019.141.11
Varea, V., & González-Calvo, G. (2020). Touchless classes and absent bodies: teaching physical education in times of Covid-19. Sport, Education and Society, 0(0), 1–15. https://doi.org/10.1080/13573322.2020.1791814
Vveinhardt, J., & Fominiene, V. B. (2019). Gender and age variables of bullying in organised sport: Is bullying “grown out of”? Journal of Human Sport and Exercise, 15(4), 747–761. https://doi.org/10.14198/jhse.2020.154.03
Wallace, J., Scanlon, D & Calderón, A. (2022). Digital technology and teacher digital competency in physical education: a holistic view of teacher and student perspectives, Curriculum Studies in Health and Physical Education, DOI: 10.1080/25742981.2022.2106881
Xie, C., & Xiao, X. (2021). Traceability of agricultural product quality and safety based on blockchain – taking fresh e-commerce as an example. In Advances in Intelligent Systems and Computing: Vol. 1244 AISC (Issue Atci). https://doi.org/10.1007/978-3-030-53980-1_43
Yang, Q. F., Hwang, G. J., & Sung, H. Y. (2020). Trends and research issues of mobile learning studies in physical education: a review of academic journal publications. Interactive Learning Environments, 28(4), 419–437. https://doi.org/10.1080/10494820.2018.1533478
Yuniarto, A., Supriyadi, S., & Sudjana, I. (2018). Pengembangan Media Pembelajaran Berbasis Mobile Learning Teknik Dasar Dan Peraturan Permainan FutsaL. Jp.Jok (Jurnal Pendidikan Jasmani, Olahraga Dan Kesehatan), 2(1), 51-62. https://doi.org/10.33503/jpjok.v2i1.188
Zioti, F., Clemente, G., De Paiva Gonçalves, R., Souza, M., Fassbinder, A., & Kawashita, I. M. (2016). Understanding the use of mobile resources to enhance paralympic boccia teaching and learning for students with cerebral palsy. Proceedings of the 12th International Conference on Mobile Learning 2016, 151–153.
Published
How to Cite
Issue
Section
This is an open-access article distributed under the terms of the Creative Commons Attribution-ShareAlike 4.0 International License which permits unrestricted use, distribution, and reproduction in any medium. Copyrights of all materials published in Journal Sport Area are freely available without charge to users or / institution. Users are allowed to read, download, copy, distribute, search, or link to full-text articles in this journal without asking by giving appropriate credit, provide a link to the license, and indicate if changes were made. All of the remix, transform, or build upon the material must distribute the contributions under the same license as the original.
Accepted 2023-03-01
Published 2023-04-04