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Multimedia Animation Based Basketball Learning Media

Yıl 2024, Cilt: 7 Sayı: (Special Issue 1): International Conference on Sport Science and Health (ICSSH, 2023), 60 - 68, 25.02.2024
https://doi.org/10.33438/ijdshs.1370832

Öz

The aim of this research and development is to provide multimedia animated shooting learning content for basketball games. Research and Development (R&D) design from Borg and Gall was used in this research. The research subjects were 130 students taking part in physical education classes consisting of 50 students in small group tests, 80 students in field trials, and 50 students who were assessed for media effectiveness. Test the effectiveness of media using basketball to determine the level of proficiency in students' basketball playing techniques before and after receiving the basketball learning media treatment in question, treatment with interactive animated multimedia-based basketball learning materials. The level of basketball technique was determined from the initial test at 36.42. The findings of this research are to produce interactive multimedia animation-based basketball learning media with the resulting products in the form of interactive mobile applications, independent study guidebooks to facilitate the delivery of basketball learning material and make it easier for lecturers and students to achieve it. The findings in the research were to produce basketball teaching material products for universities. The students' ability to execute basketball movements after receiving multimedia animation-based therapy was 73.42 and p-value = 0.00 < 0.05). The results of this development research conclude that animation and multimedia-based teaching materials can be used to teach basketball techniques to students. Multimedia animation-based interactive teaching materials created for learning basketball techniques show that there are quite large differences between before and after treatment based on differences in students' pretest and posttest scores.

Etik Beyan

The author is responsible for the publication of the article

Destekleyen Kurum

Universitas Negeri Semarang

Proje Numarası

085297735624

Teşekkür

POST GRADUATE UNIVERSITAS NEGERI SEMARANG

Kaynakça

  • Aka, K. A. (2019). Integration Borg & Gall (1983) and Lee & Owen (2004) models as an alternative model of design-based research of interactive multimedia in elementary school. Journal of Physics: Conference Series, 1318(1). [CrossRef]
  • Aryanti, S., Hartati, & Syafaruddin. (2020). Learning of badminton model through animation video on physical education students. International Journal of Human Movement and Sports Sciences, 8(6), 47–50. [CrossRef]
  • Attila, A. (2019). Basketball Skill Coaching in Digital Age. Eurasian Journal of Sport Sciences and Education, 1(2). [CrossRef]
  • Bing, W. (2016). Application of Multimedia System in the Training of Basketball Tactics. Revista Ibérica de Sistemas e Tecnologias de Informação, 18B, 24–36. [CrossRef]
  • Budiarto, M. K., Rejekiningsih, T., & Sudiyanto, S. (2021). Students’ opinions on the need for interactive multimedia development for entrepreneurship learning. International Journal of Evaluation and Research in Education, 10(4), 1290–1297. [CrossRef]
  • Chen, W., & Wang, F. (2021). Practical application of wireless communication network multimedia courseware in college basketball teaching. Eurasip Journal on Wireless Communications and Networking, 2021(1), 1–21. [CrossRef]
  • Falloon, G. (2020). Using Animated Simulations to Support Young Students’ Science Learning. In L. Unsworth (Ed.), Learning from Animations in Science Education: Innovating in Semiotic and Educational Research (pp. 103–130). Springer International Publishing. [CrossRef]
  • Han, C., Wang, M., & Yan, A. (2021). The Teaching Method of Basketball Training Based on Intelligent Network Multimedia Technology. Mobile Information Systems, 2021. [CrossRef]
  • He, Y. (2020). A Functional Perspective on the Semiotic Features of Science Animation. In L. Unsworth (Ed.), Learning from Animations in Science Education: Innovating in Semiotic and Educational Research (pp. 25–54). [CrossRef]
  • Hu, P., & Wen, J. (2019). Research on 3D animation character design based on multimedia interaction. Multimedia Tools and Applications. [CrossRef]
  • Ibáñez, S. J., Martinez-Fernández, S., Gonzalez-Espinosa, S., García-Rubio, J., & Feu, S. (2019). Designing and Validating a Basketball Learning and Performance Assessment Instrument (BALPAI). Frontiers in Psychology, 10(JULY), 1–9. [CrossRef]
  • Kao, C. C., & Luo, Y. J. (2020). effects of multimedia-assisted learning on learning behaviors and student knowledge in physical education lessons: Using basketball game recording as an example. International Journal of Emerging Technologies in Learning, 15(1), 119–139. [CrossRef]
  • Li, J., & Li, S. (2021). Design of Multimedia Assisted Teaching System for Basketball Theory Course. Journal of Physics: Conference Series, 1992(3). [CrossRef]
  • Lubis, J., Haqiyah, A., Kusumawati, M., Irawan, A. A., Hanief, Y. N., & Riyadi, D. N. (2022). Do problem-based learning and flipped classroom models integrated with Android applications based on biomechanical analysis enhance the learning outcomes of Pencak Silat? Journal of Physical Education and Sport, 22(12), 3016–3022. [CrossRef]
  • Madinabeitia-Cabrera, I., Alarcón-López, F., Chirosa-Ríos, L. J., Pelayo-Tejo, I., & Cárdenas-Vélez, D. (2023). The cognitive benefits of basketball training compared to a combined endurance and resistance training regimen: a four-month intervention study. Scientific Reports, 13(1), 1–11. [CrossRef]
  • Metulini, R., & Gnecco, G. (2023). Measuring players’ importance in basketball using the generalized Shapley value. Annals of Operations Research, 325(1), 441–465. [CrossRef]
  • Migliorati, M., Manisera, M., & Zuccolotto, P. (2023). Integration of model-based recursive partitioning with bias reduction estimation: a case study assessing the impact of Oliver’s four factors on the probability of winning a basketball game. AStA Advances in Statistical Analysis, 107(1–2), 271–293. [CrossRef]
  • Muhammad, H. N., Hidayat, T., Ridwan, M., & Wibowo, S. (2022). The Effect of Stop Motion Learning Media on Learning Motivation. AL-ISHLAH: Jurnal Pendidikan, 14(3), 4637–4644. [CrossRef]
  • Ningrat, A. P. S. N., & Yasa, N. N. K. (2022). Design Video Tutorıal Technique Trıckshot Basketball Based On 3d Animation. 289–303. [CrossRef]
  • Putranto, J. S., Heriyanto, J., Kenny, Achmad, S., & Kurniawan, A. (2022). Implementation of virtual reality technology for sports education and training: Systematic literature review. Procedia Computer Science, 216, 293–300. [CrossRef]
  • Roemintoyo, R., Miyono, N., Murniati, N. A. N., & Budiarto, M. K. (2022). Optimising the utilisation of computer-based technology through interactive multimedia for entrepreneurship learning. Cypriot Journal of Educational Sciences, 17(1), 105–119. [CrossRef]
  • Roemintoyo, & Wibawanto, H. (2023). Management and Use of Multimedia as an ICT-Based Learning Media to Improve the Skills of Vocational School Students. Journal of Humanities and Social Sciences Studies, 5(2), 01–10. [CrossRef]
  • Rosmaria. Heryani. (2022). Development of Digital-Based Learning Multimedia to Improve Students ’ Skills in Childbirth. Health Education and Health Promotion, 11(1), 11–20. [CrossRef]
  • Sepdanius, E., Rifki, M. S., & Komaini, A. (2019). Sports Tests and Measurements (T. Ibrahim (ed.); I). PT Rajagrafındo Persada.
  • Unsworth, L. (2020). A Multidisciplinary Perspective on Animation Design and Use in Science Education. 3–22. [CrossRef]
  • Wang, D. H., & Jian, S. (2023). Intelligent evaluation model of basketball teaching reliability based on swarm intelligence and edge computing. Journal of Cloud Computing, 12(1). [CrossRef]
  • Yan, B. (2021). Problems and countermeasures in the process of applying multimedia technology in basketball teaching. Wireless Communications and Mobile Computing, 2021. [CrossRef]
  • Zhao, B., & Liu, S. (2021). Basketball shooting technology based on acceleration sensor fusion motion capture technology. Eurasip Journal on Advances in Signal Processing, 2021(1). [CrossRef]
Yıl 2024, Cilt: 7 Sayı: (Special Issue 1): International Conference on Sport Science and Health (ICSSH, 2023), 60 - 68, 25.02.2024
https://doi.org/10.33438/ijdshs.1370832

Öz

Proje Numarası

085297735624

Kaynakça

  • Aka, K. A. (2019). Integration Borg & Gall (1983) and Lee & Owen (2004) models as an alternative model of design-based research of interactive multimedia in elementary school. Journal of Physics: Conference Series, 1318(1). [CrossRef]
  • Aryanti, S., Hartati, & Syafaruddin. (2020). Learning of badminton model through animation video on physical education students. International Journal of Human Movement and Sports Sciences, 8(6), 47–50. [CrossRef]
  • Attila, A. (2019). Basketball Skill Coaching in Digital Age. Eurasian Journal of Sport Sciences and Education, 1(2). [CrossRef]
  • Bing, W. (2016). Application of Multimedia System in the Training of Basketball Tactics. Revista Ibérica de Sistemas e Tecnologias de Informação, 18B, 24–36. [CrossRef]
  • Budiarto, M. K., Rejekiningsih, T., & Sudiyanto, S. (2021). Students’ opinions on the need for interactive multimedia development for entrepreneurship learning. International Journal of Evaluation and Research in Education, 10(4), 1290–1297. [CrossRef]
  • Chen, W., & Wang, F. (2021). Practical application of wireless communication network multimedia courseware in college basketball teaching. Eurasip Journal on Wireless Communications and Networking, 2021(1), 1–21. [CrossRef]
  • Falloon, G. (2020). Using Animated Simulations to Support Young Students’ Science Learning. In L. Unsworth (Ed.), Learning from Animations in Science Education: Innovating in Semiotic and Educational Research (pp. 103–130). Springer International Publishing. [CrossRef]
  • Han, C., Wang, M., & Yan, A. (2021). The Teaching Method of Basketball Training Based on Intelligent Network Multimedia Technology. Mobile Information Systems, 2021. [CrossRef]
  • He, Y. (2020). A Functional Perspective on the Semiotic Features of Science Animation. In L. Unsworth (Ed.), Learning from Animations in Science Education: Innovating in Semiotic and Educational Research (pp. 25–54). [CrossRef]
  • Hu, P., & Wen, J. (2019). Research on 3D animation character design based on multimedia interaction. Multimedia Tools and Applications. [CrossRef]
  • Ibáñez, S. J., Martinez-Fernández, S., Gonzalez-Espinosa, S., García-Rubio, J., & Feu, S. (2019). Designing and Validating a Basketball Learning and Performance Assessment Instrument (BALPAI). Frontiers in Psychology, 10(JULY), 1–9. [CrossRef]
  • Kao, C. C., & Luo, Y. J. (2020). effects of multimedia-assisted learning on learning behaviors and student knowledge in physical education lessons: Using basketball game recording as an example. International Journal of Emerging Technologies in Learning, 15(1), 119–139. [CrossRef]
  • Li, J., & Li, S. (2021). Design of Multimedia Assisted Teaching System for Basketball Theory Course. Journal of Physics: Conference Series, 1992(3). [CrossRef]
  • Lubis, J., Haqiyah, A., Kusumawati, M., Irawan, A. A., Hanief, Y. N., & Riyadi, D. N. (2022). Do problem-based learning and flipped classroom models integrated with Android applications based on biomechanical analysis enhance the learning outcomes of Pencak Silat? Journal of Physical Education and Sport, 22(12), 3016–3022. [CrossRef]
  • Madinabeitia-Cabrera, I., Alarcón-López, F., Chirosa-Ríos, L. J., Pelayo-Tejo, I., & Cárdenas-Vélez, D. (2023). The cognitive benefits of basketball training compared to a combined endurance and resistance training regimen: a four-month intervention study. Scientific Reports, 13(1), 1–11. [CrossRef]
  • Metulini, R., & Gnecco, G. (2023). Measuring players’ importance in basketball using the generalized Shapley value. Annals of Operations Research, 325(1), 441–465. [CrossRef]
  • Migliorati, M., Manisera, M., & Zuccolotto, P. (2023). Integration of model-based recursive partitioning with bias reduction estimation: a case study assessing the impact of Oliver’s four factors on the probability of winning a basketball game. AStA Advances in Statistical Analysis, 107(1–2), 271–293. [CrossRef]
  • Muhammad, H. N., Hidayat, T., Ridwan, M., & Wibowo, S. (2022). The Effect of Stop Motion Learning Media on Learning Motivation. AL-ISHLAH: Jurnal Pendidikan, 14(3), 4637–4644. [CrossRef]
  • Ningrat, A. P. S. N., & Yasa, N. N. K. (2022). Design Video Tutorıal Technique Trıckshot Basketball Based On 3d Animation. 289–303. [CrossRef]
  • Putranto, J. S., Heriyanto, J., Kenny, Achmad, S., & Kurniawan, A. (2022). Implementation of virtual reality technology for sports education and training: Systematic literature review. Procedia Computer Science, 216, 293–300. [CrossRef]
  • Roemintoyo, R., Miyono, N., Murniati, N. A. N., & Budiarto, M. K. (2022). Optimising the utilisation of computer-based technology through interactive multimedia for entrepreneurship learning. Cypriot Journal of Educational Sciences, 17(1), 105–119. [CrossRef]
  • Roemintoyo, & Wibawanto, H. (2023). Management and Use of Multimedia as an ICT-Based Learning Media to Improve the Skills of Vocational School Students. Journal of Humanities and Social Sciences Studies, 5(2), 01–10. [CrossRef]
  • Rosmaria. Heryani. (2022). Development of Digital-Based Learning Multimedia to Improve Students ’ Skills in Childbirth. Health Education and Health Promotion, 11(1), 11–20. [CrossRef]
  • Sepdanius, E., Rifki, M. S., & Komaini, A. (2019). Sports Tests and Measurements (T. Ibrahim (ed.); I). PT Rajagrafındo Persada.
  • Unsworth, L. (2020). A Multidisciplinary Perspective on Animation Design and Use in Science Education. 3–22. [CrossRef]
  • Wang, D. H., & Jian, S. (2023). Intelligent evaluation model of basketball teaching reliability based on swarm intelligence and edge computing. Journal of Cloud Computing, 12(1). [CrossRef]
  • Yan, B. (2021). Problems and countermeasures in the process of applying multimedia technology in basketball teaching. Wireless Communications and Mobile Computing, 2021. [CrossRef]
  • Zhao, B., & Liu, S. (2021). Basketball shooting technology based on acceleration sensor fusion motion capture technology. Eurasip Journal on Advances in Signal Processing, 2021(1). [CrossRef]
Toplam 28 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Spor Biliminde Hareket Eğitimi
Bölüm Original Article
Yazarlar

Benny Aprial M 0000-0002-3629-2573

Tandiyo Rahayu 0000-0002-8690-6377

Sulaiman Sulaiman Bu kişi benim 0000-0001-8086-1019

Mugiyo Hartono 0000-0001-5684-9212

Proje Numarası 085297735624
Erken Görünüm Tarihi 8 Şubat 2024
Yayımlanma Tarihi 25 Şubat 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 7 Sayı: (Special Issue 1): International Conference on Sport Science and Health (ICSSH, 2023)

Kaynak Göster

APA Aprial M, B., Rahayu, T., Sulaiman, S., Hartono, M. (2024). Multimedia Animation Based Basketball Learning Media. International Journal of Disabilities Sports and Health Sciences, 7((Special Issue 1): International Conference on Sport Science and Health (ICSSH, 2023), 60-68. https://doi.org/10.33438/ijdshs.1370832
AMA Aprial M B, Rahayu T, Sulaiman S, Hartono M. Multimedia Animation Based Basketball Learning Media. International Journal of Disabilities Sports and Health Sciences. Şubat 2024;7((Special Issue 1): International Conference on Sport Science and Health (ICSSH, 2023):60-68. doi:10.33438/ijdshs.1370832
Chicago Aprial M, Benny, Tandiyo Rahayu, Sulaiman Sulaiman, ve Mugiyo Hartono. “Multimedia Animation Based Basketball Learning Media”. International Journal of Disabilities Sports and Health Sciences 7, sy. (Special Issue 1): International Conference on Sport Science and Health (ICSSH, 2023) (Şubat 2024): 60-68. https://doi.org/10.33438/ijdshs.1370832.
EndNote Aprial M B, Rahayu T, Sulaiman S, Hartono M (01 Şubat 2024) Multimedia Animation Based Basketball Learning Media. International Journal of Disabilities Sports and Health Sciences 7 (Special Issue 1): International Conference on Sport Science and Health (ICSSH, 2023) 60–68.
IEEE B. Aprial M, T. Rahayu, S. Sulaiman, ve M. Hartono, “Multimedia Animation Based Basketball Learning Media”, International Journal of Disabilities Sports and Health Sciences, c. 7, sy. (Special Issue 1): International Conference on Sport Science and Health (ICSSH, 2023), ss. 60–68, 2024, doi: 10.33438/ijdshs.1370832.
ISNAD Aprial M, Benny vd. “Multimedia Animation Based Basketball Learning Media”. International Journal of Disabilities Sports and Health Sciences 7/(Special Issue 1): International Conference on Sport Science and Health (ICSSH, 2023) (Şubat 2024), 60-68. https://doi.org/10.33438/ijdshs.1370832.
JAMA Aprial M B, Rahayu T, Sulaiman S, Hartono M. Multimedia Animation Based Basketball Learning Media. International Journal of Disabilities Sports and Health Sciences. 2024;7:60–68.
MLA Aprial M, Benny vd. “Multimedia Animation Based Basketball Learning Media”. International Journal of Disabilities Sports and Health Sciences, c. 7, sy. (Special Issue 1): International Conference on Sport Science and Health (ICSSH, 2023), 2024, ss. 60-68, doi:10.33438/ijdshs.1370832.
Vancouver Aprial M B, Rahayu T, Sulaiman S, Hartono M. Multimedia Animation Based Basketball Learning Media. International Journal of Disabilities Sports and Health Sciences. 2024;7((Special Issue 1): International Conference on Sport Science and Health (ICSSH, 2023):60-8.


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