Development of Game Modification Using Blended Learning in Physical Education, Sports, and Health For Senior High School Students
- DOI
- 10.2991/ahsr.k.201107.024How to use a DOI?
- Keywords
- Game Modification, Blended Learning, Senior High School
- Abstract
The results of the research were: (1) attractiveness criteria (90.06%), (2) ease criteria (91.35%), (3) clarity criteria (92.58%), (4) effectiveness criteria (90, 41%). The average (91.18%) category is very valid. Based on a large group trial (91.18%) and a small group trial (90.97), this indicates an increase in the yield of 0.21%. Effectiveness test results at each meeting, namely: (1) between the first meeting and the second meeting the average increase of 0.38 with a percentage of 0.48%, (2) between the second and third meetings the average increase of 1.25 with a percentage 1.56%. Overall it was obtained 90.92% with a very complete category. Efficiency test obtained time efficiency, namely: (1) between the first and second meetings obtained 00:02:28, (2) between the second and third meetings obtained 00:01:08. The total time of the three meetings is 266: 02: 11 and the average obtained is 03:19:32. It can be concluded that time efficiency occurs in studying the material and working on the questions in each meeting. The results of the attraction test obtained results from questionnaires in 3 meetings to test the effectiveness of the number of items as many as: (1) 5 items for meeting I (face to face), (2) 7 items for meeting II (offline), (3) 5 items for meeting III (online) items and from these results show the percentage of attractiveness of game modification products in physical education, sports, and health learning (PJOK) using blended learning for: (1) 92.88% meeting I (face to face), (2) 93.48% of meeting II (offline), (3) 93.69% of meeting III (online) with very valid criteria.
- Copyright
- © 2020, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Ndaru Kukuh Masgumelar AU - Wasis Djoko Dwiyogo PY - 2020 DA - 2020/11/09 TI - Development of Game Modification Using Blended Learning in Physical Education, Sports, and Health For Senior High School Students BT - Proceedings of the 3rd International Conference on Sports Sciences and Health 2019 (ICSSH 2019) PB - Atlantis Press SP - 95 EP - 100 SN - 2468-5739 UR - https://doi.org/10.2991/ahsr.k.201107.024 DO - 10.2991/ahsr.k.201107.024 ID - Masgumelar2020 ER -