Perancangan Learning Media For Basic Techniques Of Volleyball Using Android-Based Augmented Reality Technology
Learning media is a tool for the teaching and learning process. Volleyball is one of the most accomplished sports in Indonesia. Mastery of basic techniques is important in creating optimal performance in every sport.The basic technique of volleyball is an element that can determine whether you win or lose a match in addition to physical, tactical, and mental conditions.The limited space and time is one of the main factors for a learner in mastering the basic techniques of volleyball, resulting in difficult technique mastery. The contribution to this research is to design learning media for basic volleyball techniques, which users can use to understand the basic techniques of volleyball and provide alternative media for the general public, namely a learning media for basic volleyball techniques using Android-based augmented reality technology. The system is built using Unity software that works on the Android platform, the system development method used is the MDLC (Multimedia Development Life Cycle) method. The system was tested using ISO 9126 with a Usability value of 89%, 98% Functionality, and 73% Portability. Based on the results of several tests that have been carried out, it shows that the application of learning media can be used by the general public as a learning medium to increase knowledge about volleyball, especially the basic techniques of volleyball.
Ahdan, Syaiful, and Putri Indah Sari. 2020. “Pengembangan Aplikasi Web Untuk Simulasi Simpan Pinjam ( Studi Kasus : Bmt L-Risma ).” Jurnal TEKNO KOMPAK 14(1): 33–40.
Alkhattabi, Mona. 2017. “Augmented Reality as E-Learning Tool in Primary Schools’ Education: Barriers to Teachers’ Adoption.” International Journal of Emerging Technologies in Learning 12(2): 91–100.
Elmqaddem, Noureddine. 2019. “Augmented Reality and Virtual Reality in Education. Myth or Reality?” International Journal of Emerging Technologies in Learning 14(3): 234–42.
FAKHRUDIN, Ali, Sri YAMTINAH, and RIYADI RIYADI. 2017. “Implementation of Augmented Reality Technology in Natural Sciences Learning of Elementary School To Optimize the Students’ Learning Result.” Journal Plus Education 19(1/2018): 92–102.
Ghavifekr, Simin, and Wan Athirah Wan Rosdy. 2015. “Teaching and Learning with Technology: Effectiveness of ICT Integration in Schools.” International Journal of Research in Education and Science 1(2): 175–91.
Hasbi, Muhammad, Herman Tolle, and Ahmad Afif Supianto. 2020. “The Development of Augmented Reality Educational Media Using Think-Pair-Share Learning Model For Studying Buginese Language.” Journal of Information Technology and Computer Science 5(1): 38.
Holla, Suhas, and Mahima M Katti. 2012. “Android Based Mobile Application Development And Its Security.” Continuum 3(3): 486–90.
Khan, Jamil, and Sara Shahzad. 2016. “Android Architecture and Related Security Risks.” Asian Journal of Technology & Management Research 05(March): 2249–2892.
Markamah, Nisaun, Subiyanto Subiyanto, and Agus Murnomo. 2018. “The Effectiveness of Augmented Reality App to Improve Students Achievement in Learning Introduction to Animals.” Journal of Education and Learning (EduLearn) 12(4): 651.
Marneanu, I., M. Ebner, and T. Rößler. 2014. “Evaluation of Augmented Reality Frameworks for Android Development.” International Journal of Interactive Mobile Technologies 8(4): 37–44.
Milgram, Paul, and Fumio Kishimo. 1994. “A Taxonomy of Mixed Reality.” IEICE Transactions on Information and Systems 77(12): 1321–29.
Pieterse, H., M. S. Olivier, and R. P. Van Heerden. 2016. “Reference Architecture for Android Applications to Support the Detection of Manipulated Evidence.” SAIEE Africa Research Journal 107(2): 92–103.
Risnawati, Zubaidah Amir, and Novita Sari. 2018. “The Development of Learning Media Based on Visual, Auditory, and Kinesthetic (VAK) Approach to Facilitate Students’ Mathematical Understanding Ability.” Journal of Physics: Conference Series 1028(1).
Sari, Puspita Andika, and Ananda Setiawan. 2018. “The Development of Internet-Based Economic Learning Media Using Moodle Approach.” International Journal of Active Learning 3(2): 100–109. http://journal.unnes.ac.id/nju/index.php/ijal.
Sousa, Thiago C. de, Luciano Kelvin, Constantino Dias Neto, and Carlos Giovanni N. de Carvalho. 2017. “A Formal Semantics for Use Case Diagram Via Event-B.” Journal of Software 12(4): 189–200.
Touseef, Muhammad, Naveed Anwer, Altaf Hussain, and Aamer Nadeem. 2015. “Testing from UML Design Using Activity Diagram: A Comparison of Techniques.” International Journal of Computer Applications 131(5): 41–47.
This work is licensed under a Creative Commons Attribution 4.0 International License.
The Authors submitting a manuscript do so on the understanding that if accepted for publication, copyright of the article shell be assigned to Development Innovation: Jurnal Kelitbangan (JIP) , Balitbangda Provinsi Lampung as publisher of the journal.
Copyright encompasses exclusive rights to reproduce and deliver the article in all form and media, including reprints, photographs, microfilms and any other similar reproductions, as well as translations, the reproduction of any part of this journal, its storeage in databases and its transmission by any form or media. such as electronic, electrostatic and mechanical copies, photocopies, recordings, magnetic media, etc.