Development and Validation of UNSIL Basketball Guide (PUBbG) Applications Based on Android

Abstract

This research aims to develop and validate the Android-based Unsil Basketball Guide (PUBbG) application. The method used in this research is the Research and Development method. Three experts were involved in validating the design and feasibility of the android application made and user validation by 66 students using the proportional random sampling technique. The instruments used are media and material expert validation instruments and user validation instruments using the System Usability Scale (SUS). Data were analyzed using descriptive statistical techniques. The results showed that the overall application validity test results obtained percentages of 84%, 80%, and 90%, which means that the developed application is valid and feasible to use. The results of user validity using the SUS score are in the excellent category with a value of 72.95, and the results of the application effectiveness assessment based on a user survey get 8.68 results, which means that the application is practical to be able to improve the basic techniques of Bolabakset. This study concludes that the application product that has been made is in the appropriate category based on the results of expert evaluations and is effective for improving basic basketball techniques based on survey results to users.

 

Keywords: Basketball, android, basic technique

Downloads

Download data is not yet available.

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.

Firlando, R., Frima, A., & Sunardi, L. (2020). Aplikasi Pembelajaran Teknik Dasar Sepak Bola Berbasis Android. Jurnal Teknologi Informasi Mura, 12(02), 166-172.

Frontini, R., Sousa, P., Dixe, M. A., Ferreira, R., & Figueiredo, M. C. (2020). Designing a mobile app to promote healthy behaviors and prevent obesity: analysis of adolescents’ preferences. Informatics for Health and Social Care, 45(3), 327-341.

Grosse, S. J. (2020). The Challenge of Physical Education in the Post-Pandemic Era. Journal of Physical Education, Recreation & Dance, 92(2), 5–6.

Hanansyah, A., & Ginanjar, A. (2019). Improvement Of Basketball Learning Results Using Group Investigation Learning Model. JUARA : Jurnal Olahraga, 4(2), 90-98. https://doi.org/10.33222/juara.v4i2.543.

Harun, M. F., Januarto, O. B., & Wahyudi, U. (2017). Pengembangan Model Latihan Jump Shoot Untuk Peserta Ekstrakurikuler Bolabasket Sma Negeri 1 Kauman Kabupaten Tulungagung. Gelanggang Pendidikan Jasmani Indonesia, 1(1), 166-179.

Julianto, I. (2017). Upaya Peningkatan Hasil Belajar Lay-Up Shoot Menggunakan Lingkaran Tali Dan Paralon Berpalang. JUARA : Jurnal Olahraga, 2(1), 77-86. https://doi.org/10.33222/juara.v2i1.34

Katadata.go.id. (2019). Pengguna Smartphone di Indonesia 2016-2019. Retrieved March 2, 2021, from https://databoks.katadata.co.id/datapublish/2016/08/08/pengguna-smartphone-di-indonesia-2016-2019

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

Marvin, H. (2018). Pengembangan Aplikasi Penjas-pedia pada Smartphone Berbasis Android sebagai Media Pembelajaran Pendidikan Jasmani untuk Kelas VII di SMPN 1 Bangkalan. SATRIA: Journal of Sports Athleticism in Teaching and Recreation on Interdisciplinary Analysis, 1(1), 28-33.

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.

Paseleng, M. C., & Sanoto, H. (2021). Implementasi Pembelajaran Online di Era Pandemi Covid-19: Tantangan dan Peluang. Scholaria: Jurnal Pendidikan dan Kebudayaan, 11(3), 283-288.

Praja, H. N. (2017). Implementasi Model Pembelajaran Terhadap Keterampilan Sosial Dan Keterampilan Dasar Permainan Bola Basket. JUARA : Jurnal Olahraga, 2(2), 128-142. https://doi.org/10.33222/juara.v2i2.52.

Prasetya, T. D., Wiradihardja, S., Suwarso, B. K., & Widiastuti, W. (2018). Model Latihan Passing Bola Basket Berbasis Permainan Anak Usia Pemula Tingkat Smp. JUARA : Jurnal Olahraga, 3(2), 70-76. https://doi.org/10.33222/juara.v3i2.237.

Ramadan, G., & Juniarti, Y. (2020). Metode penelitian: pendekatan kuantitatif, kualitatif dan R&D. CV Sadari.

Rusmana, R., Tangkudung, J., & Dlis, F. (2019). Learning Media of Ladder and Snake in Basic Dribbling Skills Basket Ball. JUARA : Jurnal Olahraga, 4(2), 152-159. https://doi.org/10.33222/juara.v4i2.527.

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

Titting, F., Hidayah, T., & Pramono, H. (2016). Pengembangan Multimedia Pembelajaran Senam Lantai Berbasis Android Pada Pendidikan Jasmani Olahraga Dan Kesehatan Di Sma. Journal of Physical Education and Sports, 5(2), 120-126.

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

Vlachogianni, P., & Tselios, N. (2021). Perceived usability evaluation of educational technology using the System Usability Scale (SUS): A systematic review. Journal of Research on Technology in Education, 1-18.

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

Published
2022-03-06
How to Cite
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. https://doi.org/10.33222/juara.v7i1.1536
Abstract viewed = 81 times
PDF downloaded = 0 times