Content validity of D-MESS: Articulate storyline 3-based learning media in sport massage courses

https://doi.org/10.25299/sportarea.2023.vol8(1).11266

Authors

  • Gede Doddy Tisna MS Department of Sport Science, Faculty of Sport and Health, Universitas Pendidikan Ganesha, Singaraja, Indonesia
  • Ketut Chandra Adinata Kusuma Department of Sport Science, Faculty of Sport and Health, Universitas Pendidikan Ganesha, Singaraja, Indonesia
  • I Wayan Muliarta Department of Sport Science, Faculty of Sport and Health, Universitas Pendidikan Ganesha, Singaraja, Indonesia
  • Gede Eka Budi Darmawan Department of Sport Science, Faculty of Sport and Health, Universitas Pendidikan Ganesha, Singaraja, Indonesia

Keywords:

Validity, interactive learning media, sports massage

Abstract

The development of innovative learning media is one of the solutions for educators in the learning process in higher education in the current era of digital and technological disruption. Interactive learning media are relevant to be applied in hybrid or blended learning methods. The purpose of this study was to find out the results of validating D-MESS content as an interactive learning medium in sports massage courses. The data used in this study are quantitative data obtained from questionnaires filled out by learning experts, media experts, and programming experts. The data analysis technique used is quantitative descriptive, which is oriented towards the Content Validity Index (CVI) approach. The results of the validation test on D-MESS show that, from the educational aspect, a value of 0.89 is obtained, on the aspect of program display, a value of 0.91, and on the aspect of technical quality, a value of 0.83. Referring to these results, the interactive learning media for the sports massage course, which is named D-MESS, has a high level of validation, both from the educational aspect, program appearance, and technical quality. So that the relevance of all components of the three aspects, such as curriculum suitability, content of learning materials, interaction, feedback, coloring, graphics, sound, animation, display between screens, ease of use, and program security, is very good, even though there are minor revisions. Furthermore, with this very high D-MESS validation value, it is suggested for future research.

Downloads

Download data is not yet available.

References

Akbar, M. N., Dama, L., Ibrahim, M. A., Mabuia, S. A., & Uno, A. H. (2022). Analisis Permasalahan Guru SMA terkait Penggunaan Media Pembelajaran Biologi Selama Proses Pembelajaran Berbasis Hybrid Learning di Kabupaten Bone Bolango. Indonesian Journal of Educational Science (IJES), 4(2), 111–120. https://doi.org/10.31605/ijes.v4i2.1483

Al-Kahtani, N., Almurayh, A., Subbarayalu, A. V., Sebastian, T., Alkahtani, H., & Aljabri, D. (2022). Sustaining blended and online learning during the normal and new normal conditions in a Saudi higher education institution: health science students’ perspectives. Heliyon, 8(10), e10898. https://doi.org/10.1016/j.heliyon.2022.e10898

Almanasreh, E., Moles, R., & Chen, T. F. (2019). Evaluation of methods used for estimating content validity. Research in Social and Administrative Pharmacy, 15(2), 214–221. https://doi.org/10.1016/j.sapharm.2018.03.066

Awaluddin, A., Ramadan, F., Charty, F. A. N., Salsabila, R., & Firmansyah, Mi. (2021). Peran Pengembangan dan Pemanfaatan Teknologi Pendidikan dan Pembelajaran Dalam Meningkatkan Kualitas Mengajar. Jurnal Petisi (Pendidikan Teknologi Informasi), 2(2), 48–59. https://doi.org/10.36232/jurnalpetisi.v2i2.1241

Ayob, A. (2014). The Integration of Multimedia Hypertext and Interactive Text: It’s Effect on Achievement in Comprehension. Journal of Advances in Information Technology, 5(2), 48–52. https://doi.org/10.4304/jait.5.2.48-52

Batez, M. (2021). ICT skills of university students from the faculty of sport and physical education during the COVID-19 pandemic. Sustainability (Switzerland), 13(4), 1–13. https://doi.org/10.3390/su13041711

Byusa, E., Kampire, E., & Mwesigye, A. R. (2022). Game-based learning approach on students’ motivation and understanding of chemistry concepts: A systematic review of literature. Heliyon, 8(5), e09541. https://doi.org/10.1016/j.heliyon.2022.e09541

Choo, S. Y., & Taha, H. (2023). Embracing gen-z ’ s learning styles with a mobile enthalpy game application ( MEGA ) for thermochemical equation. Cakrawala Pendidikan, 42(1), 64–76. https://doi.org/https://doi.org/10.21831/cp.v42i1.35394

Darmawan, D. (2016). Mobile learning: Sebuah aplikasi teknologi pembelajaran. PT RajaGrafindo Persada.

Dewi, R. K., Wardani, S., Wijayati, N., & Sumarni, W. (2019). Demand of ICT-based chemistry learning media in the disruptive era. International Journal of Evaluation and Research in Education, 8(2), 265–270. https://doi.org/10.11591/ijere.v8i2.17107

Dwiqi, G. C. S., Sudatha, I. G. W., & Sukmana, A. I. W. I. Y. (2020). Pengembangan Multimedia Pembelajaran Interaktif Mata Pelajaran IPA Untuk Siswa SD Kelas V. Jurnal Edutech Undiksha, 8(2), 33. https://doi.org/10.23887/jeu.v8i2.28934

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. https://doi.org/10.13189/saj.2022.100116

Hadza, C., Sesrita, A., & Suherman, I. (2020). Development of Learning Media Based on Articulate Storyline. Indonesian Journal of Applied Research (IJAR), 1(2), 80–85. https://doi.org/10.30997/ijar.v1i2.54

Heliawati, L., Lidiawati, L., & Pursitasari, I. D. (2022). Articulate Storyline 3 multimedia based on gamification to improve critical thinking skills and self-regulated learning. International Journal of Evaluation and Research in Education, 11(3), 1435–1444. https://doi.org/10.11591/ijere.v11i3.22168

Hinojo Lucena, F. J., López Belmonte, J., Fuentes Cabrera, A., Trujillo Torres, J. M., & Pozo Sánchez, S. (2019). Academic Effects of the Use of Flipped Learning in Physical Education. International Journal of Environmental Research and Public Health, 17(1). https://doi.org/10.3390/ijerph17010276

Holland, A. A. (2019). Effective principles of informal online learning design: A theory-building metasynthesis of qualitative research. Computers and Education, 128, 214–226. https://doi.org/10.1016/j.compedu.2018.09.026

Ismanto, E., Vitriani, & Khairul Anshari. (2022). Pengembangan Media Pembelajaran e-Modul untuk Pembelajaran Berbasis Project Based Learning (PjBL). Jurnal Pengabdian UntukMu NegeRI, 6(2), 17–24. https://doi.org/10.37859/jpumri.v6i2.3628

Kabassi, K., Dragonas, I., Ntouzevits, A., Pomonis, T., Papastathopoulos, G., & Vozaitis, Y. (2016). Evaluating a learning management system for blended learning in Greek higher education. SpringerPlus, 5(1), 1–12. https://doi.org/10.1186/s40064-016-1705-8

Koller, I., Levenson, M. R., & Glück, J. (2017). What do you think you are measuring? A mixed-methods procedure for assessing the content validity of test items and theory-based scaling. Frontiers in Psychology, 8(FEB). https://doi.org/10.3389/fpsyg.2017.00126

Kurniawan, A. W. (2021). Pengembangan Multimedia Interaktif Sport Massase Untuk Mahasiswa Pendidikan Jasmani Dan Kesehatan FIK-UM. Journal Coaching Education Sports, 2(1), 1–16. https://doi.org/10.31599/jces.v2i1.476

Kurniawan, A. W., & Amiruddin, M. F. (2022). Development of Massage Therapy Learning Media Based on Articulate Storyline Applications. Proceedings of the 5th International Conference on Sport Science and Health (ICSSH 2021), 45(Icssh 2021), 61–65. https://doi.org/10.2991/ahsr.k.220203.009

Kusuma, J. W., & Hamidah, H. (2020). Perbandingan Hasil Belajar Matematika Dengan Penggunaan Platform Whatsapp Group Dan Webinar Zoom Dalam Pembelajaran Jarak Jauh Pada Masa Pandemik Covid 19. JIPMat, 5(1). https://doi.org/10.26877/jipmat.v5i1.5942

Kusuma, K. C. A., Artanayasa, I. W., & Sukmana, A. I. W. I. Y. (2022). The validity of D-MENBOLA: Digitalization of football learning media based on articulate storyline 3. Journal Sport Area, 7(1), 23–32. https://doi.org/10.25299/sportarea.2022.vol7(1).7370

Kwangmuang, P., Jarutkamolpong, S., Sangboonraung, W., & Daungtod, S. (2021). The development of learning innovation to enhance higher order thinking skills for students in Thailand junior high schools. Heliyon, 7(6), e07309. https://doi.org/10.1016/j.heliyon.2021.e07309

Larsson, H., Tegern, M., Monnier, A., Skoglund, J., Helander, C., Persson, E., Malm, C., Broman, L., & Aasa, U. (2015). Content validity index and intra- and inter- rater reliability of a new muscle strength/ endurance test battery for Swedish soldiers. PLoS ONE, 10(7), 1–13. https://doi.org/10.1371/journal.pone.0132185

Li, Z. (2022). Influence of Online Learning Behavior and Video Playing Questions on Students’ Learning Effect. International Journal of Emerging Technologies in Learning, 17(2), 223–238. https://doi.org/10.3991/IJET.V17I02.28535

Ma, Y., & Corter, J. E. (2019). The effect of manipulating group task orientation and support for innovation on collaborative creativity in an educational setting. Thinking Skills and Creativity, 33(January), 100587. https://doi.org/10.1016/j.tsc.2019.100587

Mansur, M., Achmad, I. Z., & Gani, R. A. (2022). E-learning in physical education learning: How are students’ perceptions during the COVID-19 pandemic? Journal Sport Area, 7(2), 171–184. https://doi.org/10.25299/sportarea.2022.vol7(2).6558

Mayer, R. E. (2017). Using multimedia for e-learning. Journal of Computer Assisted Learning, 33(5), 403–423. https://doi.org/10.1111/jcal.12197

Muktiani, N. R., Soegiyanto, Siswantoyo, Rahayu, S., & Hermawan, H. A. (2022). Augmented reality mobile app-based multimedia learning of Pencak Silat to enhance the junior high school students’ learning outcomes. Cakrawala Pendidikan, 41(2), 553–568. https://doi.org/10.21831/cp.v41i2.49217

Mylsidayu, A. (2021). Stress level of physical education students: How to do the learning during the covid-19 pandemic? Journal Sport Area, 6(1), 148–160. https://doi.org/10.25299/sportarea.2021.vol6(1).5729

Nurwulan, N., Nugraha, M. F., & Hendrawan, B. (2020). Improving Learning Outcomes of 2nd Grade Students Through Video-Based Learning Media. International Journal of Elementary Education, 4(3), 406. https://doi.org/10.23887/ijee.v4i3.28686

Nyagorme, P., Arkorful, V., & Aheto, S.-P. K. (2022). Challenges of Online Instruction and Information Technology Integration in COVID-19 Pandemic: Perspectives of Academic Staff in Ghanaian Universities. MIER Journal of Educational Studies Trends and Practices, 12(1), 150–170. https://doi.org/10.52634/mier/2022/v12/i1/2204

Priporas, C. V., Stylos, N., & Fotiadis, A. K. (2017). Generation Z consumers’ expectations of interactions in smart retailing: A future agenda. Computers in Human Behavior, 77, 374–381. https://doi.org/10.1016/j.chb.2017.01.058

Purnama, P. W., & Retnowati, E. (2020). The effectiveness of goal-free problems for studying triangle similarity in collaborative groups. JRAMathEdu (Journal of Research and Advances in Mathematics Education), 6(1), 32–45. https://doi.org/10.23917/jramathedu.v6i1.11198

Rahayu, R., Iskandar, S., & Abidin, Y. (2022). Inovasi Pembelajaran Abad 21 dan Penerapannya di Indonesia. Jurnal Basicedu, 6(2), 2099–2104. https://doi.org/10.31004/basicedu.v6i2.2082

Rastati, R. (2018). Media Literacy for Digital Natives : Perspective on Generation Z in Jakarta. Jurnal Kwangsan, 06(01), 60–73. https://doi.org/https://doi.org/10.31800/jtp.kw.v6n1.p60--73

Rasvani, N. L., & Wulandari, I. G. A. (2021). Pengembangan Media Pembelajaran Aplikasi MaCa Materi Pecahan Berorientasi Teori Belajar Ausubel Muatan Matematika. MIMBAR PGSD Undiksha, 9(1), 74. https://doi.org/10.23887/jjpgsd.v9i1.32032

Rohmah, F. N., & Bukhori, I. (2020). (P) Pengembangan Media Pembelajaran Interaktif Mata Pelajaran Korespondensi Berbasis Android Menggunakan Articulate Storyline 3. Economic & Education Journal, 2, 169–182. https://doi.org/https://doi.org/10.33503/ecoducation.v2i2.892

Rozi, F., Rahma Safitri, S., Latifah, I., & Wulandari, D. (2021). Tiga Aspek dalam Pembelajaran Pendidikan Jasmani pada Masa Pandemi Covid-19. Jurnal Kependidikan: Jurnal Hasil Penelitian Dan Kajian Kepustakaan Di Bidang Pendidikan, Pengajaran Dan Pembelajaran, 7(1), 239. https://doi.org/10.33394/jk.v7i1.3220

Saifulloh, A. M., & Darwis, M. (2020). Manajemen Pembelajaran dalam Meningkatkan Efektivitas Proses Belajar Mengajar di Masa Pandemi Covid-19. Bidayatuna: Jurnal Pendidikan Guru Mandrasah Ibtidaiyah, 3(2), 285. https://doi.org/10.36835/bidayatuna.v3i2.638

Salvo, S. G. (2023). Massage Therapy: Principles and Practice (Seventh Ed). Elsevier Inc.

Santoyo-Sánchez, G., Merino-Soto, C., Flores-Hernández, S., Pelcastre-Villafuerte, B. E., & Reyes-Morales, H. (2022). Content Validity of a Scale Designed to Measure the Access of Older Adults to Outpatient Health Services. International Journal of Environmental Research and Public Health, 19(16). https://doi.org/10.3390/ijerph191610102

Sari, R. K., & Harjono, N. (2021). Pengembangan Media Pembelajaran Interaktif Berbasis Articulate Storyline Tematik Terhadap Minat Belajar Siswa Kelas 4 SD. Jurnal Pedagogi Dan Pembelajaran, 4(1), 122. https://doi.org/10.23887/jp2.v4i1.33356

Sefriani, R., Wijaya, I., Menrisal, M., & Dewi, M. (2020). Testing Of The Validity of Interactive Learning Module on Creative and Entrepreneurs Learning Products. Journal of Educational Science and Technology (EST), 6(1), 73. https://doi.org/10.26858/est.v6i1.10277

Shi, Y., Yang, H., MacLeod, J., Zhang, J., & Yang, H. H. (2020). College Students’ Cognitive Learning Outcomes in Technology-Enabled Active Learning Environments: A Meta-Analysis of the Empirical Literature. Journal of Educational Computing Research, 58(4), 791–817. https://doi.org/10.1177/0735633119881477

Singh, V., & Thurman, A. (2019). How Many Ways Can We Define Online Learning? A Systematic Literature Review of Definitions of Online Learning (1988-2018). American Journal of Distance Education, 33(4), 289–306. https://doi.org/10.1080/08923647.2019.1663082

Sireci, S., & Faulkner-Bond, M. (2014). Evidencia de validez basada en el contenido del test. Psicothema, 26(1), 100–107. https://doi.org/10.7334/psicothema2013.256

Squires, J. E., Estabrooks, C. A., Newburn-Cook, C. V., & Gierl, M. (2011). Validation of the conceptual research utilization scale: An application of the standards for educational and psychological testing in healthcare. BMC Health Services Research, 11, 1–14. https://doi.org/10.1186/1472-6963-11-107

Sugiharni, G. A. D. (2018). Pengujian Validitas Konten Media Pembelajaran Interaktif Berorientasi Model Creative Problem Solving. Jurnal Penelitian Dan Pengembangan Pendidikan, 2(2), 88. https://doi.org/10.23887/jppp.v2i2.15378

Sun, L., Tang, Y., & Zuo, W. (2020). Coronavirus pushes education online. Nature Materials, 19(6), 687. https://doi.org/10.1038/s41563-020-0678-8

Utomo, A. W. B., & Wahyudi, A. N. (2021). Media Pembelajaran Sport Massage untuk Mahasiswa, A Research and Development Study. Jurnal Pendidikan Modern, 6(2), 108–113. https://doi.org/10.37471/jpm.v6i2.206

Wahid, A., Handayanto, A., & Purwosetiyono, F. X. D. (2020). Pengembangan Media Pembelajaran Berbasis Etnomatematika Menara Kudus Menggunakan Adobe Flash Professional CS 6 pada Siswa Kelas VIII. Imajiner: Jurnal Matematika Dan Pendidikan Matematika, 2(1), 58–70. https://doi.org/10.26877/imajiner.v2i1.5765

Wang, M., Wu, B., Kirschner, P. A., & Spector, J. M. (2018). Using cognitive mapping to foster deeper learning with complex problems in a computer-based environment. Computers in Human Behavior, 87, 450–458. https://doi.org/https://doi.org/10.1016/j.chb.2018.01.024

Warsita, B. (2017). Peran Dan Tantangan Profesi Pengembang Teknologi Pembelajaran Pada Pembelajaran Abad 21. Jurnal Kwangsan, 5(2), 14. https://doi.org/10.31800/jurnalkwangsan.v5i2.42

Wong, J., Baars, M., Davis, D., Van Der Zee, T., Houben, G. J., & Paas, F. (2019). Supporting Self-Regulated Learning in Online Learning Environments and MOOCs: A Systematic Review. International Journal of Human-Computer Interaction, 35(4–5), 356–373. https://doi.org/10.1080/10447318.2018.1543084

Yao, Y., Wang, P., Jiang, Y. J., Li, Q., & Li, Y. (2022). Innovative online learning strategies for the successful construction of student self-awareness during the COVID-19 pandemic: Merging TAM with TPB. Journal of Innovation and Knowledge, 7(4), 100252. https://doi.org/10.1016/j.jik.2022.100252

Yu, Z. (2022). The effect of teacher presence in videos on intrinsic cognitive loads and academic achievements. Innovations in Education and Teaching International, 59(5), 574–585. https://doi.org/10.1080/14703297.2021.1889394

Yuliani et al. (2020). Pembelajaran daring untuk pendidikan: Teori dan penerapan. Yayasan Kita Menulis.

Zarei, A., Mojtahedzadeh, R., Mohammadi, A., Sandars, J., & Hossein Emami, S. A. (2021). Applying digital storytelling in the medical oncology curriculum: Effects on students’ achievement and critical thinking. Annals of Medicine and Surgery, 70(May), 102528. https://doi.org/10.1016/j.amsu.2021.102528

Published

2023-04-06

How to Cite

Tisna MS, G. D., Kusuma, K. C. A., Muliarta, I. W., & Darmawan, G. E. B. (2023). Content validity of D-MESS: Articulate storyline 3-based learning media in sport massage courses. Journal Sport Area, 8(1), 105–116. https://doi.org/10.25299/sportarea.2023.vol8(1).11266

Issue

Section

RESEARCH ARTICLES
Received 2022-12-12
Accepted 2023-03-08
Published 2023-04-06