Developing Learning Media for an Online Learning-Based Big Ball Game at Class XI Vocational High School Students: Feasibility and Efficacy

Ali S.K.S., Auliana R., Suherman W.S., Arifin Z., Asmuddin, Pratama K.W., Karakauki M., Graha A.S., Trisnadi R.A., Sonjaya A.R., Permadi A.A., Amran, Utami D., Utami D.Y., Astuti A.T., Riyana A.

Abstract

This research aims to develop educational media, ascertain its feasibility, and evaluate the effectiveness of an online learning-based large ball game educational media in enhancing students' knowledge. This study employs a Research and Development (R&D) approach using a 4-D model. The research steps encompass the following: (1) Definition, (2) Design, (3) Development, and (4) Dissemination. Product validation is undertaken by two subject matter experts, two media experts, and two learning experts. The subjects involved in the small-scale trial include 25 11th-grade students from Perkebunan 52 Vocational High School in Yogyakarta, whereas the participants in the small-scale test consist of 135 11th-grade students from four classes in State Vocational High School 2 Depok-Sleman and State Vocational High School 6 Yogyakarta. The subjects for the effectiveness test comprise 136 11th-grade students from four classes in Vocational High School 5 Yogyakarta and Vocational High School S Bokpri 1 Yogyakarta. The collected data were analyzed utilizing Aiken's validity index, descriptive statistics, and the Paired Sample T-Test. The research findings indicate the following: (1) The learning media developed, grounded in online learning-based large ball game methodology, facilitates students in the online learning process. (2) The product's feasibility, as evaluated by two subject matter experts, falls within the "Highly Feasible" category. (3) The effectiveness test demonstrates an average pre-test score of 57.62 and a post-test score of 81.18. Utilizing the Paired Sample T-Test, the calculated t-value for students' learning outcomes in both the pre-test and post-test is -23.104, accompanied by a significance probability of Sig. (2-tailed) 0.000, which is less than the threshold of 0.05. This result signifies the rejection of the null hypothesis (H0). This implies that there exists a substantial impact resulting from the utilization of online learning-based large ball game educational media on students' learning outcomes. Consequently, it can be inferred that this product is well-suited and viable for deployment as an educational tool for large ball games.

Journal
Retos
Page Range
724-736
Publication date
2023
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