Development of Swimming Learning Models Through Adobe Flash Application Media in High Schools
DOI:
https://doi.org/10.26740/jossae.v8n2.p85-93Keywords:
adobe flash, learning media, student, swimming learning modelAbstract
This study aims to produce a product in the form of a CS 6 Flash-Based Swimming Learning Model so that students can more easily understand swimming material and also make it easier for teachers to teach swimming. This study uses the Research and Development method. The steps in this research were: field needs analysis, compiling products, validating media and material experts, small-scale trials, second stage validation, large-scale trials, and the final product. The subjects of this study were students of class XI SMA Islam Az-Zahrah Palembang. Data was collected using a questionnaire for both experts and subjects. The results of this study are in the form of swimming learning models for teachers. Material experts state that this product is included in the good category (84.6%). Application experts stated that this product was included in the good/proper category with a percentage of 90.62% while for the small group and field assessment were 87.5% and 90.90%, respectively. It can be concluded that the development of this application can be used as a reference for teachers in the process of learning swimming material and the findings in this study are the results of applying swimming material to high school students from class XI.
References
Ahmad, A., Akbar, A. K., Nur, S., Riswanto, A. H., & Dahlan, F. (2020). Pengaruh Interval Training Terhadap Peningkatan Vo2Max Renang Gaya Kupu-Kupu Pada Atlet Renang Kota Palopo. Jurnal Pendidikan Glasser, 4(1), 37. https://doi.org/10.32529/glasser.v4i1.417
Angguntia, R. (2013). Faktor-faktor Yang Mempengaruhi Kurangnya Kemampuan Renang Gaya Bebas 50 Meter Pada Siswa Kelas XI IPS SMA Ferdy Ferry Putra Kota Jambi. Universitas Negeri Jambi.
Danang Prama Dhani, Ida Zubaida, Rian Triprayoga, & Arief Nur Wahyudi. (2022). Penggunaan Media Pembelajaran Model Gerakan Terhadap Hasil Belajar Renang Gaya Dada. Jurnal Pendidikan Modern, 7(3), 128–134. https://doi.org/10.37471/jpm.v7i3.492
Dewi, Intan Kusuma. (2021). Pengembangan Multimedia Interaktif Bermuatan Karakter Berbasis Adobe Flash CS6 Pada Mata Pelajaran Biologi. Skripsi. Universitas Islam Negeri Raden Intan. Lampung
Dwi Nugroho, M. (2021). Kontribusi Media Peraturan Permainan dan Sinyal Wasit Berbasis Adobe Flash dalam Mengedukasi Siswa Ekstrakurikuler Futsal. Journal of Sport Science and Education (JOSSAE), 6(2), 172–180. https://doi.org/10.26740/jossae.v6n2
Dziubaniuk, O., Gongne, M. I., & Nyholm, M. (2023). Learning and teaching sustainable business in the digital era : a connectivism theory approach. International Journal of Educational Technology in Higher Education. https://doi.org/10.1186/s41239-023-00390-w
Gholy, M. S., Sumardi, S., & Hadi, S. R. (2021). Pengembangan Model Pembelajaran PJOK Melalui Program SIBBER Untuk Meningkatkan Kebugaran Jasmani Berkarakter Sportivitas. Journal of Sport Science and Education (JOSSAE), 6(2), 134–145. https://doi.org/10.26740/jossae.v6n2.p134-145
Gumantan, A., Mahfud, I., & Yuliandra, R. (2021). Pengembangan Alat Ukur Tes Fisik dan Keterampilan Cabang Olahraga Futsal berbasis Dekstop Program. Journal of Sport Science and Education (JOSSAE), 6(2), 146–155. https://doi.org/10.26740/jossae.v6n2.p146-155
Hafiz, M. A. (2021). Pengembangan Media Pembelajaran Matematika Berbasis Multimedia Interaktif dengan Macromedia Flash 8.0. Skripsi. Universitas Islam Riau. Riau.
Haking, D., & Soepriyanto, Y. (2019). Pengembangan Media Video Pembelajaran Renang Pada Mata Pelajaran PJOK untuk Siswa Kelas V SD. JKTP: Jurnal Kajian Teknologi Pendidikan, 2(4), 320–328. https://doi.org/10.17977/um038v2i42019p320
Hanafy, M. S. (2014). Konsep dan Pembelajaran. Lentera Pendidikan, 17(1), 66–79. https://doi.org/10.24252/lp.2014v17n1a5
Hartati, H., Destriana, Destriani, & Aryanti, S. (2016). Multimedia Development on Sports Health Subject for Third Semester Students of Penjaskes FKIP UNSRI. Proceedings of the 2nd SULE – IC. 2(1), 469–484.
Hidayah, S., Wahyuni, S., & Ani, H. M. (2017). Penggunaan Media Pembelajaran Interaktif dengan Aplikasi Adobe Flash CS6 Untuk Meningkatkan Motivasi Belajar pada Kompetensi Dasar Menganalisis Peran, Fungsi dan Manfaat Pajak. Jurnal Pendidikan Ekonomi. 11(1), 117-123. https://doi.org/10.19184/jpe.v11i1.5012
Mardinus, A., & Maidarman, M. (2019). Tinjauan Penguasaan Teknik Renang Gaya Kupu-Kupu Atlet Pemula Perkumpulan Renang Tirta Kaluang Kota Padang. Jurnal JPDO, 2(1), 18–23.
Mashud, M., & Widiastuti, W. (2018). Pengembangan Pembelajaran Renang Gaya Bebas Berbasis Multimedia Interaktif. Gladi : Jurnal Ilmu Keolahragaan, 9(2), 119–133. https://doi.org/10.21009/gjik.092.05
Muhammad, I., Yolanda, F., Andrian, D., & Rezeki, S. (2022). Pengembangan Media Interaktif menggunakan Adobe Flash CS6 Profesional pada Materi Relasi dan Fungsi. Journal of Authentic Research on Mathematics Education (JARME), 4(1), 128–140. https://doi.org/10.37058/jarme.v4i1.3958
Pane, A., & Darwis Dasopang, M. (2017). Belajar dan Pembelajaran. FITRAH: Jurnal Kajian Ilmu-Ilmu Keislaman, 3(2), 333. https://doi.org/10.24952/fitrah.v3i2.945
Rizkiyansyah, A., & Mulyana, B. (2019). Pengaruh Media Papan Luncur dan Pull Buoy Pola Metode Drill terhadap Hasil Belajar Teknik Dasar Renang Gaya Bebas. Jurnal Kepelatihan Olahraga, 11(2), 112–123. https://doi.org/10.17509/jko-upi.v11i2.20311
Sean B. Holden. (2021). Machine Learning for Automated Theorem Proving: Learning to Solve SAT and QSAT. The Essence of Knowledge, 14, 807–989. https://doi.org/10.1561/2200000081
Shava, I., Kusuma, D. W. Y., & Rustiadi, T. (2017). Latihan Plyometrics dan Panjang Tungkai terhadap Kecepatan Renang Gaya Dada Atlet Renang Sumatera Selatan. Journal of Physical Education and Sports, 6(3), 266–271. http://doi.org/10.15294/JPES.V6I3.15056
Sugiyono. (2013). Metode Penelitian Pendidikan Pendekatan Kuantitatif, Kualitatif, dan R&D (Pertama). Alfabeta.
Suyati, E. S., & Rozikin, A. Z. (2018). Belajar dan Pembelajaran. Widina, 10–27.
Taufiq, M., & Amalia, A. V. (2017). The Development of Science Mobile Learning Conservation Vision Based on Android App Inventor 2. 6(1), 1472–1479. https://doi.org/10.15294/USEJ.V6I1.13179
Technol, J. E., Educ, H., Yang, Q. F., Lian, L. W., & Zhao, J. H. (2023). Developing a gamified artificial intelligence educational robot to promote learning effectiveness and behaviour in laboratory safety courses for undergraduate students. International Journal of Educational Technology in Higher Education. https://doi.org/10.1186/s41239-023-00391-9
Teguh, L., Wiguno, H., Wibowo, A., Wahyudi, H., & Hanif, A. (2023). Development of Interactive Multimedia-Based Physical Fitness Learning Media in Junior High School. Journal of Sport Science and Education (JOSSAE), 8(1), 54–68. https://doi.org/10.26740/jossae.v8n1.p54-68
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 JOSSAE (Journal of Sport Science and Education)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Please find rights and licenses in JOSSAE (Journal of Sport Science and Education). By submitting articles/ article manuscripts, the author agrees to this policy. No special documents required.
The copyright of the received article once accepted for publication shall be assigned to the journal as the publisher of the journal. The intended copyright includes the right to publish the article in various forms (including reprints). The journal maintains the publishing rights to the published articles.