app inventor2 learning basketball at grade x senior high school

app inventor2 learning basketball at grade x senior high school

;Dani Indrianto;Heny Setyawati,
bangladesh journal of botany 2017 Vol. 4 pp. 9-17
237
indrianto2017journalapp

Abstract

The purpose of this study is to involve the growing sophistication of technology on education and determine the feasibility and the improvement of learning outcomes using a smartphone. This study uses a development which is the basis for developing models produced. The results of the small scale trials, improving every aspect obtained is the cognitive aspects of 59%, 49% psychomotor, and affective 0%. Gain test results criterion level of cognitive, psychomotor and the average yield was high (value ≥ 0.7). On the affective aspect, low level criteria (value ≤ 0.3). From large-scale trial found an average increase in each school obtained on the cognitive aspects of between 49% -54%, psychomotor aspects 48% -55%, affective 0%. Data validation field tests of media experts 83.33%, experts PE 85%, experts basketball 97.5% and an average of four teachers at 93.1%, as well as the responses of students amounted to 91.68%. Gain test results criterion level of cognitive, psychomotor and the average yield was high (value ≥ 0.7). On the affective aspect, low level criteria (value ≤ 0.3). Based on the above results, it can be concluded that the instructional media PE (basketball) Android-based high school students eligible for use in learning.

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