International Journal of Interactive Mobile Technologies (iJIM) – eISSN: 1865-7923 – Vol. 16, No. 06, 2022


Paper—Development of Android Physics Learning Tools Based on Local Wisdom Traditional Game…

Development of Android Physics Learning Tools 
Based on Local Wisdom Traditional Game Bola Boy 

as a Learning Source

https://doi.org/10.3991/ijim.v16i06.27855

Rosita Madjis Mudjid1(), Supahar1, Himawan Putranta2, 
Dickson Simonidez Hetmina1

1Department of Physics Education, Universitas Negeri Yogyakarta, Yogyakarta, Indonesia
2Department of Physics Education, Universitas Islam Negeri Sunan Kalijaga, Yogyakarta, 

Indonesia
rosita.2017@student.uny.ac.id

Abstract—Teachers must develop learning tools that can assist students in 
making it easier to follow the course of learning and improve students’ abilities. 
Teachers can integrate local wisdom into learning tools that will increase student 
competence. This research aims to produce learning tools based on local wis-
dom suitable for use. The learning tools developed to consist of the lesson plan, 
student worksheets, and Android media. Based on the results of the feasibility 
assessment by several validators consisting of two experts, two physics teachers, 
and three colleagues, the learning tools developed are in a good category and 
are suitable for use with an average score between 3.80 to 4.40. Furthermore, 
30 students tested the product to determine the readability, namely android media 
as a learning media. Based on the results of the product trial analysis, it is known 
that the android media product is in the excellent category and is suitable for use 
in learning physics with an average score of 4.10. This learning tool can be an 
alternative to contextual physics learning guidelines. There needs to be creative 
innovation in physics learning by integrating technology and local wisdom that 
develops so that students’ abilities and learning outcomes increase.

Keywords—Android, learning tools, local wisdom, physics learning, traditional 
game

1 Introduction

Learning is a process carried out to increase understanding and knowledge. Learning 
is an independent activity carried out with a sense of responsibility to master competen-
cies and skills from experience [1]. Meanwhile, the teacher’s role affects the education 
system’s success [2]. Furthermore, professional teachers must be able to carry out their 
duties professionally. In addition to prioritizing aspects of professionalism, teachers 
need to highlight social, pedagogic, and personality aspects in learning. This is intended 
to make learning more comfortable, and students easily understand the material [3].

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mailto:rosita.2017@student.uny.ac.id


Paper—Development of Android Physics Learning Tools Based on Local Wisdom Traditional Game…

Nevertheless, sometimes the teacher overrides this aspect which only focuses on 
delivering the material. During teaching, teachers seem to be burdened by demands that 
they must complete the discussion of a particular material [4]. Moreover, many phys-
ics teachers only refer to textbooks without combining them with phenomena around 
students [5]. 

The essence of learning is to understand material concepts and apply them in real 
life. Sometimes teachers also prepare to learn guidelines before carrying out learning, 
which is often referred to as learning tools and content scenarios [6]. Learning tools are 
used to help students learn more effectively and efficiently. Moreover, learning devices 
in physics subjects can make it easier for teachers and students to understand physics 
concepts [7]. The use of learning tools in physics education significantly impacts stu-
dents’ abilities, and thus, learning tools need to be encouraged in every lesson. Further-
more, the learning tools used by teachers, it is known that the use of physics learning 
tools has not been able to support the achievement of student competencies [8]. More-
over, learning tools are like two different sides of a coin. 

Learning tools make it easier for teachers and students to implement learning [9]. 
However, the existence of learning tools makes teachers have an excessive administra-
tive burden. Teachers also mostly prepare learning tools not associated with contextual 
events [10]. This, of course, has an impact on the difficulty of understanding the mate-
rial taught by the teacher to students. Thus, teachers need to develop learning tools by 
student characteristics, students’ daily circumstances, and student needs [11]. Teachers 
must develop learning tools to improve students’ ability to build knowledge. In addi-
tion, learning tools based on a contextual learning approach are better able to facilitate 
students in understanding physics material [12]. 

When students are taught new things, they do not yet have the knowledge capital, so 
students are still guessing. However, if learning is related to students’ everyday world, 
then students are much easier to understand the material. Moreover, with the prolifer-
ation of technological products, learning is also carried out online or blended learning 
[13]. Learning carried out using blended learning certainly requires a different strategy 
from face-to-face learning. Blended learning requires learning tools that can explain 
the stages of learning using internet technology facilities, meeting media, laptops, or 
smartphones [14]. The application of blended learning needs to be done with various 
variations. This is so that students do not feel bored in learning. If students are bored 
and uncomfortable in learning, the material presented by the teacher will be difficult for 
students to understand [15]. 

The implementation of formal learning needs to be adjusted to student needs, learn-
ing materials, and trends. This can also be done by incorporating contextual phenom-
ena such as traditional games into learning [16]. However, in incorporating traditional 
games into learning, it is also necessary to integrate them into applications or games 
on smartphones [17]. Furthermore, learning based on local wisdom is the regeneration 
of knowledge of local wisdom values in students. So that local wisdom-based learning 
becomes the culture and attitudes of students. However, it is rare for teachers to inte-
grate their learning into traditional games [18]. This is primarily due to teachers who 
do not understand the application of learning materials into traditional games. Teachers 
also often complain about the limited time to integrate learning into traditional games. 

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Teachers need to learn the basic concepts of the material to be presented to students. 
Therefore, teachers rarely integrate traditional games due to time constraints [19]. Fur-
thermore, if learning is associated with traditional games, students can optimize their 
cognitive, affective, and psychomotor abilities [20]. This is because traditional games 
prioritize optimizing the selection of the right strategy, respect, and agile body move-
ments. Students can also develop their knowledge and personality traits [21]. At the 
same time, local wisdom is the idea of     local communities containing wisdom values 
passed down from one generation to the following [22]. Local wisdom was taught by 
the first generation in the form of knowledge, how to understand and act in a situation 
[23]. In addition, local wisdom can also be seen as a form of presentation of various 
religious, social, and ritual traditions [24]. 

If traditional games can be promoted massively through education, it will provide 
value to the style of Indonesian education. In addition, traditional games can also be 
used as a learning tool beneficial for all levels of society. Physics learning is related 
to everyday life, including community traditions known as local wisdom. It is essen-
tial to introduce local cultural heritage to students. The integration of cultural content 
in physics learning can create a longer duration of contextual learning [25]. Learning 
physics is meaningful for students because it is related to everyday life. Learning by 
integrating local wisdom is a set of plans regarding objectives and learning materials 
that are prepared according to the potential of each region and the method used as a 
guide [26]. Growing sensitivity to the environment means raising the values   of local 
wisdom. Local wisdom can be used as a source of material that is the basis for acting 
and behaving in everyday life [27].

Based on an explanation of the background of the problem and several theoreti-
cal studies described in the previous section, this research aims to produce learning 
tools based on local wisdom suitable for use. Meanwhile, the research questions are as 
follows.

1. What are the results of the analysis of physics learning tools in senior high school?
2. What do the traditional game-based physics learning tools look like?
3. What are the feasibility test results for the traditional game-based physics learning 

tools Bola Boy?

2 Literature review

2.1 Physics online learning

Physics online learning is physics learning that is carried out indirectly by requiring 
an intermediary device such as a laptop or smartphone connected to the internet net-
work [28]. Online physics learning can also be interpreted as implementing physics 
learning experiences through strategies that are carried out synchronously and asyn-
chronously using smartphones and laptops that have online learning applications and 
are connected to the internet network [29]. Through online physics learning, students 
can learn anywhere and anytime. This means that online physics learning does not 
require classrooms anymore and flexible implementation time.

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Paper—Development of Android Physics Learning Tools Based on Local Wisdom Traditional Game…

Students can study from home or anywhere and anytime with a stable internet net-
work [30]. Furthermore, students can easily and quickly interact with friends, teachers, 
and physics learning materials in online physics learning. Students can also use various 
physics learning resources and material formats available on the internet [31]. Learning 
physics online has a variety of programs that use the internet simultaneously inside and 
outside the classroom. The availability of a stable internet will affect the efficiency, 
effectiveness, and success of the implementation of online physics learning [32]. This 
is due to stable internet access, so teachers and students can easily access all kinds of 
physics teaching materials and materials, and their interactions can run effectively [33]. 
Given the current conditions still affected by the COVID-19 pandemic, every teacher 
and student must quickly adapt to technological products that support online physics 
learning. Therefore, after the COVID-19 pandemic ends, it is possible that online phys-
ics learning will still be implemented again but combined with face-to-face learning so 
that this learning is often referred to as hybrid learning [34].

2.2 Bola Boy traditional game

The multimedia learning module based on local wisdom also incorporates local wis-
dom in physics learning. One of the local wisdom from Indonesia, especially from 
Maluku Province, is the traditional game of Bola Boy [35]. The Bola Boy game is a tra-
ditional game of the type of bowling ball game but uses simple equipment. This game 
is played in teams consisting of two or more teams. In the game Bola Boy, one person 
is determined to keep the pile of stones, while the other takes turn to throw the ball at 
the pile of stones until it collapses [36]. When the pile falls, the keeper must pick up 
the ball and throw it to his playmate. When the ball hits a player, the players take turns 
guarding the pile of stones [37]. In this game, physics concepts can be learned: impulse 
and momentum. Impulse momentum material is one of the physics materials that is 
quite difficult for students to understand [38]. Many students think that momentum and 
impulse are challenging to apply in everyday problems [39]. 

Integrating traditional games in physics requires technological products, which 
makes a big step in adapting students to technology and traditional games [40]. This 
pattern of learning physics is often referred to as the learning gamification of physics. 
This is because the focus of understanding physics material for each student focuses 
on traditional games as a medium for learning physics [41]. Moreover, the COVID-19 
pandemic is not over yet, so learning physics gamification remains a new pattern in 
strengthening students’ understanding of complex physics material. Students can learn 
physics concepts through physics games, play games, and preserve existing traditional 
games [42]. Like the proverb, two to three islands are exceeded while diving to drink-
ing water or a rare paddle. This has become a practical step in strengthening students’ 
understanding of physics and inculcating noble local wisdom values [43]  .

3 Methodology

3.1 General background

This research is research and development. Research and development are a research 
model carried out with the main stages of researching problems in the field and then 

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developing a solution such as a product to overcome the problems in the field [44]. 
Research and development are widely used in education, and this is done by developing 
various media, learning models, or learning evaluations to improve learning outcomes 
[45]. Research and development in this study were carried out considering that physics 
learning has not been able to improve learning outcomes and is rarely integrated into 
traditional games. Therefore, this study develops a physics learning tool that helps the 
learning of physics by combining the traditional game from the province of Maluku, 
namely the Bola Boy game.

Meanwhile, this study’s research and development model is 4D. The 4D develop-
ment model defines, designs, develops, and disseminates [46]. The details of physics 
learning products developed include lesson plans, student worksheets, and android 
media.

3.2 Participants

Participants involved in research and development are divided into two types. The 
first participant is the participant who tests the feasibility of the physics learning prod-
uct developed. The first participant can also be called a validator. The validators who 
participated in this research and development consisted of seven validators: a physics 
learning media expert validator, a physics learning material validator, three physics 
teachers, and two colleagues. The selection of this validator uses a purposive random 
sampling technique. The criteria for the validators involved to test the feasibility of this 
physics learning tool include the experience of validator media experts and physics 
material experts in validating physics learning tools for approximately five years, phys-
ics teachers have taught in high schools for more than five years, and colleagues who 
have researched physics learning that integrates traditional games.

Meanwhile, the second participant in this research and development is a partici-
pant who is involved in the stage of testing the appropriate learning tools according 
to the results of the validators’ research. The participants involved in this trial stage 
were 11th-grade students of MIA 3 from one of the public madrasahs aliyah in Central 
Maluku. Public madrasah aliyah is an Islamic-based high school whose responsibility 
is under the Ministry of Religion of the Republic of Indonesia [47].

Furthermore, there were 30 students involved in the testing phase of this physics 
learning tool. The selection of participants involved in the testing phase of this learning 
tool was carried out using a purposive random sampling technique. The criteria used in 
selecting participants are that students have been taught material about momentum and 
impulses, the learning experienced by students uses a variety of learning models, and 
students have received physics learning integrated with local wisdom, one of which is 
traditional games.

3.3 Instrument and procedures

Data collection in this research and development was carried out using an instru-
ment that included a questionnaire. The questionnaire used in this study included a 
feasibility test questionnaire for the traditional game-based physics learning tool Bola 
Boy which was given to the validators. The second questionnaire is a response ques-
tionnaire given to students to know the impressions and suggestions given directly 

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by users, namely students. The indicators used in compiling these two questionnaires 
include the suitability of the material with the media, the continuity of the learning flow 
developed, the clarity of the material in the media, the ease of use of the media, and the 
interactivity of the physics learning media. Furthermore, the stage of data collection in 
this study was initiated by developing a physics learning tool based on the traditional 
game of Bola Boy. Then test the feasibility of the learning product to the validators. It 
was furthermore testing the learning product to students as direct users. The last stage 
is to analyze the results of the feasibility test and student responses to obtain a physics 
learning tool based on the traditional game of Bola Boy, which is suitable for use in 
learning physics in high school.

3.4 Data analysis

The physics learning tool based on the traditional game of Bola Boy has been tested 
for feasibility through validators and used by students. After that, the data obtained 
from the feasibility test results and the use test are ready to be analyzed to find out how 
big the feasibility of the physics learning tool based on the traditional Bola Boy game 
developed. According to the purpose of this study, the stages of data analysis are to 
determine the feasibility level of physics learning based on the traditional game of Bola 
Boy, which is carried out in several stages. The stages of data analysis are carried out 
by tabulating all the data from the feasibility test results for each component. Calculate 
the average score of each component and interpret the average score with the reference 
criteria. The reference criteria used in determining the percentage of eligibility for each 
component of the physics learning tool based on the traditional game of Bola Boy can 
be shown in Table 1.

Table 1. Product feasibility criteria

No. Score Range Category 

1. X X sbi i� � �1 8,
Very good

2. X sb X X sbi i i i� � � � � �0 6 1 8, ,
Good

3. X sb X X sbi i i i� � � � � �0 6 0 6, ,
Enough

4. X sb X X sbi i i i� � � � � �1 8 0 6, ,
Less

5. X X sbi i� � �1 8,
Very Less

Based on the data presented in Table 1, it can be seen that Xi is the ideal mean. The 
magnitude of Xi or ideal mean can be determined by calculating 1

2
 (ideal maximum 

score + ideal minimum score). Furthermore, sbi is the ideal standard deviation. The 
magnitude of sbi or ideal standard deviation can be determined by calculating 1

6
 (ideal 

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maximum score—ideal minimum score) [48]. Furthermore, the physics learning tool 
based on the traditional game Bola Boy can be said to be feasible if the results of the 
feasibility test of the learning product are in a suitable category. Using the physics 
learning tool based on the traditional game Bola Boy by students also resulted in a score 
in the excellent category. The physics learning tool based on the traditional game Bola 
Boy can be feasible if the feasibility and usage test results are suitable.

4 Results

4.1 Needs analysis on physics learning in senior high school

Preliminary research needs to be done to initiate any research and development. 
This is done to know the problems that occur in the field. After knowing the problems 
in the field, the next step is to develop learning products to overcome these problems 
[49]. This preliminary research stage is carried out by examining urgent needs in the 
field so that the preliminary research stage can also be called a needs analysis [50]. 
Furthermore, this preliminary research was conducted in one state, madrasahs aliyah, in 
Central Maluku. This preliminary study activity is carried out by checking what needs 
to be provided in physics. The implementation of this preliminary study was carried 
out by interviewing physics teachers and students. The findings during this preliminary 
study can be stated as follows. One of the physics teachers named AA stated that “In 
guiding the course of learning, I always explain the learning material to students and 
also repeat the material I teach so that students understand the physics material that I 
teach more quickly”. Another physics teacher named AB said that “When I was deliv-
ering physics material, both simple and complex physics such as mechanics and quan-
tum physics, I always asked students to stay focused on listening to my explanation. 
Students will be able to accommodate the mastery of the material by 60% rather than 
taking notes”. Meanwhile, a physics teacher named AC put forward his argument that, 
“To be honest in physics learning, I have never combined the physics learning process 
with local wisdom in Central Maluku, be it traditional dances or traditional games. The 
time is not enough if it has to be combined with traditional games”.

Furthermore, to strengthen the statement made by the physics teacher, interviews 
were conducted with the students. The BC student presented his argument that “The 
physics teacher delivers physics material through the PowerPoint, but I am still con-
fused. I can understand physics easier if the teacher systematically writes down physics 
equations on the blackboard”. A student named BD also said something that was not 
much different, “I sometimes feel bored with the delivery of learning materials carried 
out by physics teachers. Physics teachers only deliver physics material according to 
what is in the textbook, and there is never any application in everyday life Even though 
I am interested in applying the concepts of physics in my daily activities”. Meanwhile, 
a student named EB stated that, “Physics teachers only teach textual and rarely con-
textual physics material. This sometimes makes the atmosphere of learning physics too 
tense and uncomfortable”. Based on the preliminary study results, it can be concluded 
that the physics learning that has been carried out in Central Maluku is not comfortable. 
The atmosphere is tense, only textual, and rarely combined with traditional games.

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Meanwhile, by filling out a questionnaire conducted by the students, the results 
showed that most of the students knew about local wisdom in the traditional game Bola 
Boy. Most students also use Android-based smartphones in physics learning. However, 
smartphone use has not been used to support physics learning. Most students have dif-
ficulty understanding Newtonian mechanics, especially Impulse and Momentum. Fur-
thermore, it is necessary to develop physics learning tools based on the local wisdom 
of the traditional ball game Bola Boy to improve the physics learning process that is 
more fun and optimize students’ abilities. One of the physics materials integrated into 
the Bola Boy game is impulse and momentum material. This is in line with filling out 
a questionnaire conducted by high school students in Central Maluku who still have 
difficulty understanding and interpreting the material of momentum and impulse.

4.2 Physics learning tools based on Bola Boy’s traditional game

The lesson plan in physics learning is designed based on the 2013 revised 2016 cur-
riculum applicable in Indonesia. The implementation of physics learning uses an active 
learning model emphasizing impulse and momentum material. This physics lesson plan 
is designed for two meetings. The time allocation for the first meeting is 3×45 minutes, 
and this means that physics learning at the first meeting was carried out for three hours 
of learning, with each hour for 45 minutes.

Meanwhile, the implementation of physics learning at the second meeting was car-
ried out for 2×45 minutes. This means that physics learning at the second meeting was 
carried out for two hours of learning, each hour for 45 minutes. These physics learning 
implementation plan consists of core competencies, essential competencies, compe-
tency achievement indicators, learning objectives, learning methods and media, learn-
ing resources, learning steps, and assessments. Furthermore, a snippet of the physics 
lesson plan used in this study can be presented in Table 2.

Table 2. The learning physics lesson plan is based on the Bola Boy traditional game

First Meeting (3 × 45 minutes)

Teacher Activities Student Activities

Introductory Activity (30 minutes)

Phase 1. Problem Orientation

1. The teacher starts the lesson by greeting, pray-
ing, and checking the students’ attendance.

2. The teacher gave the pretest and questions 
orally to the students.

3. The teacher asks students to install the “Boy-
fis” application.

4. The teacher explains how to use the “Boyfis” 
application.

5. The teacher guides the students to open the 
“Boyfis” application.

6. The teacher invites students to read the initial 
display instructions menu.

7. The teacher conveys the theme to be studied at 
this first meeting and the learning objectives.

1. Students answer greetings and start learning 
activities by praying.

2. Students do the pretest and answer questions 
from the teacher by triggering many answers and 
problem-solving.

3. Students install the “Boyfis” application on their 
android smartphones.

4. Students listen to the teacher’s explanation of 
using the “Boyfis” application.

5. Students open the “Boyfis” application.
6. Students read the instructions for using the “Boy-

fis” application in the instructions menu.
7. Students listen to the delivery of learning objec-

tives by the teacher.

(Continued)

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First Meeting (3 × 45 minutes)

Teacher Activities Student Activities

Core Activities (60 minutes)

Phase 2. Organizing students to learn Communicating

1. The teacher divides the students into five 
groups (A, B, C, D, and E).

2. The teacher distributes the first student work-
sheets to each group.

3. The teacher gives each group directions to fill 
out the first student worksheet.

4. The teacher briefly explains the traditional 
“Bola Boy” game and the “Boyfis” application.

1. Students sit in their groups.
2. Each group receives the first student worksheet.
3. Students listen to the teacher explaining filling 

out the first student worksheet.
4. Students listen to the teacher’s explanation about 

the traditional game “Bola Boy” and the “Boyfis” 
application.

Based on Table 2, the implementation of physics learning in this study was carried 
out in groups. The learning model used in this study is problem-based. Meanwhile, 
physics learning emphasized in this study uses the help of android media based on the 
traditional Bola Boy game to understand the momentum and impulse material. The 
android media used in this physics lesson is called Boyfis. Meanwhile, the learning 
tools other than the learning plan developed in this study are student worksheets. The 
student worksheets developed in this study were designed to be used in two meetings. 
The distribution of physics subject matter in the development of this student worksheet 
is for the first student worksheet; momentum material is used. The first student work-
sheet was used in the first meeting.

Meanwhile, the second student worksheet used impulse material at the second meet-
ing. The components used in developing the two worksheets in this study include group 
identity, essential competencies, physics learning objectives, work instructions, and 
momentum and impulse materials integrated into the traditional game Bola Boy. These 
two student worksheets were developed by combining the traditional game Bola Boy 
with a problem-based learning model that focuses on student activity. The snippet of the 
display of student worksheets integrated into the traditional Bola Boy game is as follows.

5 Student worksheet based on bola boy traditional game

5.1 Problem orientation

Every afternoon Raka and his friends play in the village field. The game that Raka 
and his friends play is Bola Boy. Bola Boy is a game that focuses on the speed of move-
ment and the accuracy of the focus of the attack on the target. Techniques in the game 
are shown to produce running speed or the ball and the accuracy of throwing opposing 
players or bricks. The throws produced by each Bola Boy player are different. The 
throw produced by a player reaches a speed of 6 meters per second. At the same time, 
another player can throw at a speed of 14 meters per second. The speed of throwing the 
ball is critical in the game Bola Boy. To get a quick and right throw, several things need 
to be considered by Bola Boy players, which include the force given and the speed of 
releasing the ball.

Table 2. The learning physics lesson plan is based on the Bola Boy traditional 
game (Continued)

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5.2 Problem orientation

Write down the hypothesis of the statement!
1...................................................................................................................................
.....................................................................................................................................
2...................................................................................................................................
.....................................................................................................................................
3...................................................................................................................................
.....................................................................................................................................

5.3 Organizing

1. Open the “Boyfis” application on your android smartphone!
2. Take simulation data 1 on the momentum and impulse material scan!
3. Record the data from your observations!

Another component of the physics learning tool based on the traditional Bola Boy 
game is the android learning media combined with the traditional Bola Boy game. The 
android physics learning media based on the traditional Bola Boy game was developed 
by compiling a flowchart and storyboard to develop the android media. The indica-
tors used in developing android physics learning media based on the traditional Bola 
Boy game include material and examples of momentum and impulse questions asso-
ciated with the traditional Bola Boy game, pictures, and videos of the traditional Bola 
Boy game, as well as animation and simulation of the traditional Bola Boy game. The 
screenshot of the android physics learning media based on the traditional game Bola 
Boy can be presented in Figure 1.

Fig. 1. Display of android physics learning media based on the Bola Boy traditional game

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Figure 1 displays the android physics learning media based on the traditional game 
Bola Boy. The android physics learning media was developed in Indonesian. This is 
because using and implementing it is carried out for high school students in Indonesia. 
In addition, the use of Indonesian is also carried out so that students are not confused 
in understanding and interpreting the concepts of momentum and impulse, which are 
combined with the traditional game of Bola Boy. The android physics learning media 
was more interactive because there was a choice of media operations carried out by 
inputting the physics quantities carried out by students. Therefore, through the use of 
android physics learning media based on the traditional game of Bola Boy, it is hoped 
that students’ critical thinking and analytical skills can develop optimally.

5.4 Feasibility test results of physics learning tools based on the 
Bola Boy traditional game

A physics learning tool based on the traditional game of Bola Boy has been devel-
oped in this research. However, before physics learning tools are used in research or 
widely distributed, it is necessary to do a feasibility test first. The feasibility test of this 
physics learning tool was carried out by validators and supported by direct student use 
tests. The feasibility test results for the traditional game-based physics learning tool 
Bola Boy components, which includes lesson plans, student worksheets, and android 
physics learning media, can be presented in Table 3.

Table 3. Feasibility test results of physics learning tools

Component Aspect Score Category

Lesson plan Clarity of identity 4.18 Good 

Indicator formulation or learning objectives 4.00 Good

Material selection 4.00 Good

Selection of approaches and learning methods 3.93 Good

Learning activities with a discovery learning 3.64 Good

Selection of learning resources 4.21 Good

Assessment of learning outcomes 4.05 Good

Average Score 4.00 Good

Student Worksheet Contents served 3.43 Good 

Language 4.18 Good

Average Score 3.80 Good

Physics Learning Media 
Based Android Bola Boy

Theory 3.93 Good

Language 4.14 Good

Audiovisual display 4.18 Good 

Software engineering 4.14 Good

Average Score 4.10 Good

The feasibility test results for one of the components of the physics learning tool 
based on the traditional game of Bola Boy, namely the lesson plan, obtained an average 

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value of 4.00. Based on the feasibility criteria for the development product presented 
in Table 3, it can be stated that the lesson plan based on the traditional Bola Boy game 
developed is in a suitable category. The lesson plan based on the traditional game Bola 
Boy is suitable for physics learning activities. Aspects of the feasibility assessment of 
the traditional game-based lesson plan Bola Boy obtained the most miniature score, 
namely the aspect of learning activities with a discovery learning model of 3.64. At the 
same time, the aspect of the feasibility assessment that obtained the most significant 
score was the selection of learning resources aspect of 4.21.

Meanwhile, the results of the student worksheet based on the traditional game Bola 
Boy obtained a score of 3.80. The feasibility test results on the student worksheets are 
included in the good category. Student worksheets based on the traditional game Bola 
Boy are suitable for physics learning activities.

Furthermore, the aspect of feasibility assessment on student worksheets based on the 
traditional game of Bola Boy, which obtained the smallest score, namely the contents 
served aspect, was 3.43, and the aspect of feasibility assessment which obtained the 
largest score was the linguistic aspect of 4.18. In addition, the feasibility test results 
of the traditional game-based Android learning media Bola Boy from the material 
aspect obtained a score of 4.04. The feasibility test results for the traditional game-
based android learning media Bola Boy are good. This means that the traditional game-
based android learning media Bola Boy is suitable for physics learning in terms of 
physics learning materials. Furthermore, the feasibility test results of the traditional 
game-based Android learning media Bola Boy from the media aspect obtained a score 
of 4.16. The feasibility test results for traditional game-based android learning media 
Bola Boy are good. 

This means that in terms of physics learning media, the traditional game-based 
Android learning media Bola Boy is feasible in physics learning. Meanwhile, the over-
all results of the feasibility test for the traditional game-based android learning media 
Bola Boy obtained a score of 4.10. The traditional game-based android learning media 
Bola Boy is in a good category and suitable for physics learning. Based on the feasibil-
ity test results of the android learning media based on the traditional Bola Boy game, 
the smallest score on the anchovy, momentum, and impulse aspects that were combined 
into the traditional Bola Boy game was 3.93. Meanwhile, the feasibility test results of 
the traditional game-based android learning media Bola Boy obtained the largest score 
on the audiovisual display aspect of 4.18. Furthermore, the feasibility test results for 
each android physics learning tool component based on the traditional game Bola Boy, 
which includes lesson plans, student worksheets, and android physics learning media, 
can be represented in a graph. The graphical representation of feasibility test results 
of android physics learning tool-based traditional game Bola Boy can be shown in 
Figure 2.

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Fig. 2. Feasibility test results of physics learning tools

Based on the feasibility test results on the three components of the learning tool 
shown in Figure 2, the feasibility level of the android physics learning tool based on 
the traditional game Bola Boy obtained a score of 3.97. This means that the android 
physics learning tool based on the traditional game Bola Boy is in a good category and 
is suitable for use in physics learning about momentum and impulse. However, if each 
component is examined, then the Android physics learning tool component based on 
the traditional game Bola Boy which gets the smallest score is the student worksheet 
of 3.80. While the components of the android physics learning tool based on the tra-
ditional game Bola Boy, which obtained the largest score, the physics learning media 
based android Bola Boy was 4.10. 

After obtaining the feasibility test results from the validators of the physics learning 
tool, the next step is to analyze students’ use of test results. The use test or the readabil-
ity test of the components of the physics learning tool based on the traditional game 
Bola Boy, especially the android physics learning media, was carried out by 11th-grade 
students of MIA 3 from one of the public madrasah aliyah in Central Maluku. Students 
involved in this legibility test phase have studied momentum and impulse material in 
grade 10. Furthermore, the results of the readability test of android physics learning 
media based on the traditional game Bola Boy performed by students can be shown in 
Table 4.

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Paper—Development of Android Physics Learning Tools Based on Local Wisdom Traditional Game…

Table 4. Readability test results of android physics learning media

Aspect Score Category

Learning or material 3.36 Very Good

Audiovisual display 3.41 Very Good

software engineering 3.87 Very Good

Average Score 3.83 Very Good

Based on Table 4, it can be seen that the results of the readability test of android 
physics learning media obtained a score of 3.83. The android physics learning media 
is included in the very good category and is suitable for use as a variation of interac-
tive physics learning media. The results of the readability test of the android physics 
learning media conducted by these students strengthen the feasibility of the developed 
product as one of the choices of physics learning media. If the results of the readability 
test and the android physics learning media feasibility test are combined, a score of 3.97 
is obtained. The android physics learning media from the assessments carried out by 
the validators and students proved to be one of the perfect and feasible physics learning 
media to be applied in physics learning on momentum and impulse material.

6 Discussion

This research and development are carried out by developing learning products used 
to overcome physics learning problems in high schools. The problem in high school is 
that teachers rarely teach physics material that is integrated with students’ daily lives 
[51]. Moreover, physics learning that is integrated into traditional games is still rarely 
done by teachers [52]. Many teachers think that just understanding physics material 
takes a long time, especially if you have to integrate it into traditional games; it will 
take much longer [53]. In addition, physics material tends to be abstract also takes a 
long time to understand. Thus, this research and development try to develop physics 
learning products that are technological and regional contextual. This has become one 
of the novelties of this research and development and overcoming or as an alternative 
solution in learning physics. The learning products developed in this research are phys-
ics learning tools consisting of lesson plans, student worksheets, and android physics 
learning media based on the traditional game Bola Boy.

The Bola Boy game was chosen to overcome physics learning that rarely integrates 
into traditional games because this game is a game that has similarities to modern 
games. This game has similarities to the bowling ball game [54]. In addition, the game 
Bola Boy is rarely played by children in the Central Maluku area, and most children 
play online games on their smartphones [55]. With such facts, the Bola Boy game is 
used as a physics learning medium to make it easier for students to understand the 
momentum and impulse material developed in android smartphones. Furthermore, the 
feasibility test results of the traditional game-based physics learning tool Bola Boy 
developed in this study obtained good results. The physics learning tool developed is 
suitable for physics learning based on the traditional Bola Boy game on momentum 
and impulse materials. The components tested for feasibility and readability included 

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lesson plans, student worksheets, and android physics learning media. The feasibility 
test results on the components of the traditional game-based physics learning tool Bola 
Boy obtained the highest score on physics learning media than other physics learning 
tool components.

Android physics learning media based on the traditional game Bola Boy has a higher 
eligibility score because the physics learning media applies technological advances, 
namely Android. The use of Android in smartphones today is loved by many children, 
both for social media or playing online games [56]. Besides that, Android physics 
learning media that applies the traditional Bola Boy game is still rare. Most of the 
use of physics learning media used by teachers is through PhET media which can be 
downloaded on the internet [57]. With the existence of an android physics learning 
media based on the traditional game of Bola Boy, this is one of the advantages or nov-
elties offered by this development research. Previous research also reveals that physics 
learning media integrated with technological advances such as Android can optimize 
learning outcomes [58].

Moreover, learning media in smartphones integrated into students’ daily lives will 
significantly optimize students’ abilities. Students do not need to abstract and imagine 
abstract material in-depth, and students just need to open their daily experiences or 
memories to apply the physics concepts conveyed by the teacher.

Learning physics using android-based learning media in smartphones also helps 
teachers deliver physics material. This is because teachers can manage the learning of 
physics in various ways using various learning models such as blended learning [59]. 
Teachers direct instruction to students through the lecture method in front of the class, 
but teachers can do learning remotely. Android-assisted physics learning media can 
support distance learning [60]. A variety of media and physics learning models will 
make learning physics more fun. The atmosphere of learning physics that is created will 
not be surprising and not boring for students anymore. Students increase their curiosity 
about the concepts of physics and traditional games that surround their lives [61]. In 
addition to increasing student curiosity, motivation to learn physics is much stronger 
than before, increasing students’ abilities. Although the increase in students’ abilities 
is not immediately significant, it is hoped that the physics learning atmosphere is more 
easygoing and makes students more reluctant to linger in participating in physics learn-
ing. Every learning implementation needs to be emphasized to condition a relaxed and 
fun learning atmosphere. If learning is relaxed and makes students comfortable, then all 
the material taught by complex and straightforward teachers is much easier to under-
stand [62].

7 Conclusion

This development research tries to offer a solution to physics learning that has not 
been implemented contextually so far. The solution offered is to produce a physics 
learning device based on the traditional Bola Boy game suitable for use in physics 
learning on momentum and impulse. In addition, the components of the traditional 
game-based physics learning device developed in this study, including the Android 
physics learning media, received excellent appreciation from validators and students. 

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Paper—Development of Android Physics Learning Tools Based on Local Wisdom Traditional Game…

The Android physics learning media combined with the Bola Boy game can be a differ-
ent added value or a physics learning style in Indonesia. Physics learning media based 
on the android game Bola Boy is one of the novelty elements in this research that can 
make it easier for students to understand momentum and impulse material. In addition, 
students can also help preserve the local wisdom of the area to add to the attraction of 
education and cultural observers. The results of this research and development can not 
only be used in the research area but can also be used throughout the area. This is also 
supported by traditional android-based learning media that were successfully devel-
oped in this study to support the implementation of distance learning.

8 Limitations and Recommendations

This research has successfully created a traditional game-based physics learning 
device, Android physics learning media. However, this study also has some limitations. 
The limitation of this study is that this research only develops contextual learning prod-
ucts integrated into traditional Android-based games. The product developed is only up 
to the feasibility test, and readability test stages, and no experiments have been carried 
out to determine the effect on students’ abilities. Therefore, this provides an opportu-
nity for further researchers to determine its effect on physics learning achievement and 
students’ abilities.

Furthermore, the learning products developed in this study are also limited to the 
traditional Bola Boy game and only for momentum and impulse materials. However, 
this media can be used in all fields, but teachers need to introduce the traditional game 
of Bola Boy to students. The results of this study can also be used as a reference for 
conducting similar research or deepening this research. Android-based traditional 
physics learning media can be used as a medium used to determine students’ abilities 
about 21st-century abilities. In addition, education and cultural observers can use this 
research to promote cultural education.

9 Acknowledgment

The authors would like to thank the Faculty of Mathematics and Natural Sciences, 
Yogyakarta States University, for supporting this research.

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Paper—Development of Android Physics Learning Tools Based on Local Wisdom Traditional Game…

11 Authors

Rosita Madjis Mudjid was born in Banda, Indonesia. She graduated from the 
Department of Physics Education, Faculty of Teacher Training and Education at 
Darussalam University in 2012. She is pursuing a Master of Physics Education at the 
Yogyakarta State University of Yogyakarta. Its main research direction is physics edu-
cation (email: rosita.2017@student.uny.ac.id).

Supahar is a senior lecturer in the Department of Physics Education, Faculty of 
Mathematics and Natural Sciences, Yogyakarta State University, Indonesia. Its main 
research directions are science education and educational research and evaluation. 
Regarding his research field, he has written and published 20 books, more than 10 arti-
cles in prestigious journals and international conference proceedings, and 20 articles 
published in international journals (email: supahar@uny.ac.id).

Himawan Putranta is a lecturer in the Department of Physics Education, Faculty 
of Tarbiyah and Teacher Training, Universitas Islam Negeri Sunan Kalijaga, Yogya-
karta, Indonesia. He is currently pursuing his doctoral education in Physics Education, 
Department of Educational Sciences, Graduate School, Yogyakarta State University. 
Its main research directions are physics education and science education. Regarding his 
research field, he has written and published 4 books, more than 3 articles in prestigious 
journals and international conference proceedings, and 20 articles published in inter-
national journals (email: himawan.putranta@uin-suka.ac.id; himawanputranta.2020@
student.uny.ac.id).

Dickson Simonidez Hetmina was born in Kupang, Indonesia. He graduated from 
the Department of Physics Education, Faculty of Teacher Training and Education at 
Widya Mandira Catholic University in 2016. He completed a master’s in physics edu-
cation at Yogyakarta State University in 2019. Its main research direction is physics 
education. Regarding his research field, he has written and published 2 books, more 
than 3 articles in prestigious journals and international conference proceedings, and 2 
articles published in international journals (email: dicksonsimonidez.2017@student.
uny.ac.id).

Article submitted 2021-10-25. Resubmitted 2022-01-05. Final acceptance 2022-01-11. Final version 
published as submitted by the authors.

112 http://www.i-jim.org

mailto:rosita.2017@student.uny.ac.id
mailto:supahar@uny.ac.id
mailto:himawan.putranta@uin-suka.ac.id
mailto:himawanputranta.2020@student.uny.ac.id
mailto:himawanputranta.2020@student.uny.ac.id
mailto:dicksonsimonidez.2017@student.uny.ac.id
mailto:dicksonsimonidez.2017@student.uny.ac.id