Pengembangan mobile learning senam lantai DBL berbasis android untuk kelas VII SMP - Nurseto, Imam; Saryono, Saryono (Jurnal Pendidikan Jasmani Indonesia, 2020)
Penelitian ini bertujuan untuk menghasilkan aplikasi mobile learning senam lantai DBL (guling depan, guling belakang, dan guling lenting) berbasis android untuk kelas VII SMP. Penelitian ini merupakan penelitian Research and Development (R&D) dengan model pengembangan gabungan ADDIE dan waterfall. Subyek penelitian ini berjumlah 210 peserta didik kelas VII SMP Negeri 15 Yogyakarta. Teknik analisa data dilakukan dengan cara deskriptif kuantitatif. Hasil penelitian diketahui bahwa: (1) penilaian materi oleh ahli materi meliputi aspek substansi materi dan aspek desain pembelajaran dikategorikan "Sangat Layak" dengan persentase nilai sebesar 90,71%, (2) penilaian media oleh ahli media meliputi aspek atribut kualitas berdasarkan Pressman, prinsip media pembelajaran berdasarkan Wibawanto, dan aspek tampilan berdasarkan Kemendiknas dikategorikan "Sangat Layak" dengan persentase nilai 92,10%, (3) penilaian materi oleh guru meliputi aspek substansi materi dan aspek desain pembelajaran dikategorikan "Sangat Layak" dengan persentase nilai sebesar 95,36%. (4) penilaian respon peserta didik yaitu The Computer System Usability meliputi aspek kegunaan sistem aplikasi, kualitas informasi aplikasi, dan kualitas tampilan aplikasi dikategorikan "Sangat Layak" dengan persentase nilai sebesar 82,06%. Develpoment of mobile learning gymnastics DBL based on android for seven grade of junior high school Abstract The objective of this research is to design as well as to create an android mobile learning application of gymnastics DBL (forward roll, back roll, neckspring) used for seven grade of junior high school. This research is classified as a Research and Development (R&D) using the combined development model of ADDIE and the waterfall. The subjects of this study are 210 students of seven grade of SMP Negeri 15 Yogyakarta.The data of this research are analyzed by using descriptive quantitative method. The results of this study show that (1) the materials evaluated by the experts, which consist of materials substance aspect and learning design aspect, are categorized as "Very Eligible" with a percentage value of 90.71%; (2) the media assessed by the experts, which consist of quality attributes aspect based on Pressman, the principles of instructional media based on Wibawanto, and the display aspects based on the Ministry of National Education, is categorized as "Very Eligible" with a percentage value of 92.10%; (3) the materials evaluated by the teachers, which consist of material substance aspect and learning design aspect, is categorized as "Very Eligible" with a percentage value of 95,36%; (4) the computer system usability evaluated by the students, which consist of apps system usefulness aspect, apps information quality aspect, and apps interface quality aspect, is categorized as "Very Eligible" product with a percentage value of 82,06%.