IEEE Paper Template in A4 (V1) 82 This is an open access article under CC-BY-SA license. Journal of Science and Education (JSE) Vol. 3, No. 2, 2022, 82-93 DOI: 10.56003/jse.v3i2.162 ISSN: 2745-5351 Development of application-based badminton material teaching media for middle school level PJOK teachers Ari Wibowo Kurniawan1, Lokananta Teguh Hari Wiguno2, M. Helmy Firman Amrullah3 1,2,3 Physical Education, Health and Recreation, Faculty of Sports Science, Universitas Negeri Malang, Jl. Semarang No 5, Malang City, East Java Province, Indonesia E-mail: ari.wibowo.fik@um.ac.id Received: 27 September 2022 Accepted: 23 November 2022 Published: 12 December 2022 Abstract: This development research has the goal of developing application-based badminton game learning using the Java programming language which is used as a supporting tool for learning badminton game material for Middle School PJOK Teachers in Kediri Regency as well as being a reference and development for further research. This research method refers to the development research method of Sugiono, which. The test subjects in this study involved 40 SMP PJOK teachers in Kediri Regency, consisting of 10 teachers involved in the small group trial and 30 teachers involved in the large group trial. The results of the analysis carried out by experts who have carried out the validity of this application product, the percentage of learning expert evaluations is obtained, which means it is very valid, the results of the evaluation of badminton playing experts mean it is very valid, the results of the evaluation of media experts mean it is very valid. So based on these results, the research product of this badminton material learning application application was declared "fit for use" for learning badminton game material for junior high school PJOK teachers in Kediri Regency. Keywords: learning; application media; badminton. How to cite: Kurniawan, A. W., Wiguno, L. T. H., & Amrullah, M. H. F. (2022). Development of application-based badminton material teaching media for middle school level PJOK teachers. Journal of Science and Education (JSE), 3(2): 82-93. https://doi.org/10.56003/jse.v3i2.162 INTRODUCTION According to Dasupang & Pane (2017) learning is a process to regulate the environment of students or students so that they can encourage and create a learning atmosphere for students. Learning is an attempt to transfer knowledge or information using certain methods in order to achieve the desired goals (Don, et al. 2018). Of course, a systematic learning process must originate from KI-KD in the curriculum. This expression is in line with Kristin (2016) in his journal which reveals that the process of learning activities will run and get maximum results if there is a good relationship between students, teachers and the existing curriculum. Whatever the level of education, of course the learning material delivered must be in accordance with the KI-KD in the curriculum. There are many levels of education from elementary to university. At the junior high school education level, for example, there are many subjects including PJOK or physical education which contain a lot of material, one of which is badminton. According to Yuliansyah, et al (2021) physical education is a learning activity that focuses on the emotions and movements of students. Badminton is a sport that is very popular and popular in Indonesia and the lessons taught in physical education subjects in Indonesia (Lismadiana, et al, 2020). According to Arwih, Fitria & Saifu (2020) badminton is a game that is stiffened by hitting the ball https://creativecommons.org/licenses/by-sa/4.0/ https://doi.org/10.56003/jse.v3i2.162 https://portal.issn.org/resource/ISSN/2745-5351 mailto:ari.wibowo.fik@um.ac.id https://doi.org/10.56003/jse.v3i2.162 https://crossmark.crossref.org/dialog/?doi=10.56003/jse.v3i2.162&domain=pdf&date_stamp=2022-12-12 Kurniawan, Wiguno, & Amrullah – Development of application-based badminton … 83 or shuttlecock using a racket to be able to cross the net with the aim of attacking and positioning the ball so that it cannot be reached by opposing players. According to Cendra & Gazali (2017) in their research journal said that the game of badminton is very familiar among students because it has been included in the O2SN competition. In Permendikbud Number 37 (2018) specifically on badminton material students are required to master basic competencies and core competencies gradually, starting from class VII given basic badminton technique material, class VIII material variations on basic badminton techniques, until class IX enters variations and combinations of badminton games. However, PJOK learning activities, especially badminton material in Kediri Regency, are still not going well and still do not refer to the curriculum because PJOK teachers still often generalize the provision of badminton material and do not focus on the existing curriculum so that the learning objectives are not optimally achieved. According to Asro & Muna (2019) the achievement of learning objectives is largely determined by how the learning process is carried out. In addition to selecting material, the use of media elements in delivering will also greatly affect the quality of learning (Yanto, 2019). Learning media is anything that is used by students in providing subject matter to students (Dewi, 2017). According to Kurniawan, et al (2021) the use of attractive and efficient media will foster students' interest and enthusiasm for learning. This statement is in line with Maimunah (2016) which states that the use of interesting and not monotonous media will increase motivation and new stimulation to students. According to Lestari (2018) teachers must innovate themselves more in honing themselves to utilize technology in order to create a fun and not boring learning atmosphere. The increasingly rapid development of the times in terms of technology followed by the development of the characteristics of students or students where the need for teaching requires new innovations to improve innovative ways of learning to adapt technological developments in learning activities according to the curriculum including physical education lessons (Belmonte, et al. 2019). In this era of globalization, many new learning media have grown which are more interesting and can be used to facilitate learning activities. Among them is learning media based on Android technology smartphone among students, application development as teaching media will be very useful and effective (Arista & Kuswanto, 2018). Application Android is software that can be accessed using smartphone-based Linux that is widely used by people in all walks of life (Kuswanto & Radiansah, 2018). The more students who have Android smartphones there will be many opportunities to develop an effective and efficient application-based learning to support learning activities (Astuti. et al., 2017). According to Herlina & Suherman (2020) innovative learning development innovations are needed during the Covid-19 to overcome boredom and increase interest in learning and to achieve learning objectives in PJOK subjects. In previous research conducted by Firlando. et al (2020) by creating soccer learning media using a java at SMPN SMP Ar Risalah Lubuklinggau, the result is an increase in student learning motivation because it uses learning media that is efficient and can be carried out anywhere and anytime. In previous research, according to Artanayasa, Dewi & Suwiwa (2018), interactive multimedia applications used in learning basic 84 Journal of Science and Education (JSE), Vol. 3, No. 2, Special Issue 2022, pp. 82-93 badminton techniques at Singaraja State Middle School received good marks after being tested on experts and students so that they can be used as an effective and efficient learning resource. Based on the data from the needs analysis, learning activities for badminton material in Kediri Regency still use print learning media and YouTube, and there is no development of effective and efficient application-based interactive learning developed by teachers in badminton material. Based on the results of initial observations from the collection of needs analysis data for SMP-level PJOK TEACHER in Kediri Regency conducted by researchers on April 10, 2021 through a direct questionnaire filled out by 40 PJOK MGMP teachers, the result was that 100% of the teachers had given badminton material, there was 100% of teachers have provided badminton material using print media such as books, lesson plans or worksheets, 90% of teachers have provided badminton material using learning media based on video and powerpoint, 100% of teachers have cellphones or smartphones, 100% of teachers have never developed teaching media for badminton material based on android application-based learning development is held android an effective and efficient with a load of badminton game material. And based on the interviews that the researchers conducted with the Head of the Kediri Regency MGMP, the results were obtained, namely that there were only 1-2 meetings of badminton material learning in the learning process which was carried out with field practice but there was a lack of emphasis on basic competencies and core competencies and there was no development of teaching media applications-based badminton material android in Kediri Regency. With this problem, the researchers tried to solve the problem by developing learning applications using Java which contained badminton game material for Middle School PJOK Teachers in Kediri Regency. According to Ali (2019) Java is a type of programming language with very rapid development and can be run in many applications or web-shaped application devices and can be run on many platforms including using the Android, Windows, and Linux platforms. By using the Android, there are several aspects why this research is important to do, namely, to make it easier for teachers to convey subject matter and make it easier for students to understand the material presented both with online and offline. The application also displays material material for badminton games which are supported by clear images, video and audio and there are evaluation questions that can be accessed easily. This research has the goal of developing badminton material learning products containing pictures, material, video (audio-visual) with animations that are made as attractive as possible so that the objectives of learning badminton material for PJOK Teachers at the Middle School Level in Kediri Regency can be achieved. METHOD This study refers to the development research steps of Borg & Gall (1983) in Sugiyono (2016) using a modified procedure as follows (1) Potential & problems, namely analyzing problems by conducting interviews with the Head of MGMP SMP Kediri Regency, (2) Data collection, namely collecting data called needs analysis and conducting interviews with PJOK Teachers in Kediri Regency, (3) Product Design is the https://jse.rezkimedia.org/index.php/jse/index Kurniawan, Wiguno, & Amrullah – Development of application-based badminton … 85 stage of developing an application product that contains badminton material for junior high school students by taking videos, recording audio, entering material, editing applications and so on, (4) Design validation, namely the stage of testing the feasibility of the product before testing. In this stage there are 3 experts, namely Learning Experts, Badminton Game Experts and Media Experts. (5) Design revision, namely the stage of evaluating and revising the product based on expert input at the validation stage. (6) Product Trial, namely the product testing stage involving 40 PJOK Teachers of Kediri Regency, divided into 2 groups, namely 10 teachers in small groups and 30 teachers in large groups. (7) Product revision, namely the final revision stage from the previous trial stage input. (8) Final Product at this stage the product is ready to be used by PJOK Teachers in Kediri Regency to provide badminton game material to students. Figure 1. Procedure for Developing Application-Based Badminton Game Learning Media for PJOK Teachers in Kediri Regency This research obtained qualitative and quantitative data. Qualitative data were obtained through evaluations of learning experts, badminton game experts, media experts and the results of interviews with the Head of the MGMP PJOK SMP Kediri Regency and the results of a questionnaire distributed to PJOK teachers in Kediri Regency. Meanwhile, quantitative data is the result of numerical analysis from product tests by PJOK teachers in Kediri Regency. The variable used is in the form of learning media for badminton material in the form of applications with the Java. This Development Research has several data collection instruments including initial observation for needs analysis in the form of a questionnaire filled out by PJOK Teachers of SMP Kediri Regency, expert validation questionnaires namely learning experts, media experts, badminton game experts and product testing. The technical stages of analyzing the research data are in the form of descriptive statistics technique for measuring in the process of collecting data uses a Likert, with the aim of measuring the attitudes or views of individuals or groups towards the phenomena that occur (Sugiyono, 2016). The results of data analysis are used to improve the product being developed scale instrument Likert has category aspects ranging from very positive to negative. Table 1. Rating Scale for Positive Statements No. Explanation Answers Positive Score 1. Strongly Agree A 4 2. Agree B 3 3. Undecided C 2 4. Disagree D 1 Source: Sugiyono (2016) 86 Journal of Science and Education (JSE), Vol. 3, No. 2, Special Issue 2022, pp. 82-93 The formula for data processing is in the form of descriptive quantitative percentage analysis from Akbar & Sriwiyana (2011), as follows: Description: V : Validity. TSEV : Total empirical score of the validator. S-max : Maximum expected score. 100% : Constant number. Next according to Akbar & Sriwiyana (2011) to process and conclude the results of the analysis in the form of percentages so that they are categorized as below: Table 2. Product Quality Criteria Criteria Description Meaning 75.01%-100.00% Very Valid Used without revision 50.01%-75.00% Valid Enough Used with minor revisions 25.01%-50.00% Invalid Cannot be used 00.00% -25.00% Very Invalid Forbidden to use Source: Akbar & Sriwiyana (2011) RESULTS AND DISCUSSION There are seven main contents in this badminton learning application, namely KI-KD, Learning Materials, Learning Videos, Facilities and Infrastructure, Evaluation Questions, References and Developer Profile. The entire material and use of the application program have been prepared so that it can be used effectively and efficiently and is displayed in an attractive design so that learning objectives can be more easily achieved. Figure 2. Main Display of Application Products https://jse.rezkimedia.org/index.php/jse/index Kurniawan, Wiguno, & Amrullah – Development of application-based badminton … 87 The following is a discussion of product development, presentation of data consisting of needs analysis instruments, expert validation, product trials and product revisions. Table 3. Results of Data Analysis of Learning Experts No. Aspect % Category 1. Attractiveness 91% Very Valid 2. Ease 82% Very Valid 3. Conformity 100% Very Valid 4. Accuracy 82% Very Valid Validity 87% Very Valid Figure 3. Learning Expert Research Diagram Table 4. Revision from Learning Experts No. Before Revision After Revision 1. Learning videos have not been grouped and made according to KI-KD as a whole. Learning videos are made according to KI-KD and are presented in more detail. 2. There are no supporting images on the learning material menu. Learning materials have been added pictures to facilitate student understanding. 3. There are no examples of motion sequence material on the class IX learning material menu. Added material for a series of motion variations on the basic techniques of badminton on the class IX learning material menu. 4. There are several writing errors on the evaluation question menu. All text on the evaluation question menu is neat and written correctly. The first data is a presentation of quantitative data obtained from the evaluation of learning experts regarding application products for learning badminton material using the Java for Middle School PJOK Teachers in Kediri Regency with a level on the attractiveness aspect of 91% which is classified as very valid, the convenience aspect is 82% classified as very valid, the aspect 100% suitability, which is classified as very valid and the accuracy aspect of 82%, which is classified as very valid. Based on the results of the data on all aspects, it can be concluded that the results of the analysis of this product development obtain a validity of 87% so that it can be interpreted as very valid. 91% 82% 100% 82% 87% 0% 20% 40% 60% 80% 100% Attractiveness Ease Conformity Accuracy Validity Learning Expert Learning Expert 88 Journal of Science and Education (JSE), Vol. 3, No. 2, Special Issue 2022, pp. 82-93 Table 5. Results of Badminton Game Expert Data Analysis No. Aspect % Category 1. Clarity 83% Very Valid 2. Attractiveness 83% Very Valid 3. Accuracy 92% Very Valid Validity 84% very valid Figure 4. Badminton game expert assessment diagram Table 6. Revision of Badminton Experts No. Before Revision After Revision 1. The learning video for holding a racket that is presented is still lacking in detail in its implementation. The learning video for holding a racket has been presented correctly and clearly. 2. The learning video for variations of footwork or footwork has not been presented in detail from the side of singles and doubles games. The learning video for variations of footsteps or footwork has been presented correctly and clearly. 3. The backhand learning video is still not quite right in its implementation. The backhand learning video has been presented correctly and clearly. 4. The variety of smash strokes is still incomplete. The smash punch video has been presented completely and clearly. The second data is the presentation of quantitative data obtained from the evaluation of badminton game experts regarding product application learning material for badminton using the Java for Middle School PJOK Teachers in Kediri Regency with an aspect level of clarity of 83% classified as very valid, an aspect of attractiveness 83% classified as very valid, an aspect of accuracy 92% classified as very valid. Based on the results of the data on all aspects, it can be concluded that this development product obtains a validity of 84% so that it can be interpreted as very valid. Table 7. Results of Media Expert Data Analysis No. Aspect % Category 1. Clarity 96% Very Valid 2. Attractiveness 84% Very Valid 3. Ease 100% Very Valid 4. Accuracy 100% Very Valid Validity 93% Very Valid 83% 83% 92% 84% 0% 20% 40% 60% 80% 100% Clarity Attractiveness Accuracy Validity Badminton Game Expert Badminton Game Expert https://jse.rezkimedia.org/index.php/jse/index Kurniawan, Wiguno, & Amrullah – Development of application-based badminton … 89 Figure 5. Media Expert Assessment Diagram Table 8. Revision from Media Experts No. Before Revision After Revision 1. There are no supporting images on the learning material menu. All infrastructure materials have been added with pictures to make it easier for students to understand. The third data is the presentation of quantitative data obtained from the evaluation of media experts regarding application products for learning badminton material using the Java for Middle School PJOK Teachers in Kediri Regency with an aspect level of clarity of 96% classified as very valid, the attractiveness aspect of 84% is classified as very valid, the aspect of convenience is 100 % is classified as very valid and the accuracy aspect is 100% which is classified as very valid. Based on the results of the data on all aspects, it can be concluded that this development product obtains a validity of 93% so that it can be interpreted as very valid. Table 9. Small Group Trial Analysis Results No. Aspect % Category 1. Clarity 79% Very Valid 2. Attractiveness 79% Very Valid 3. Ease 79% Very Valid 4. Accuracy 78% Very Valid Validity 79% Very Valid Figure 6. Small Group Trial Assessment Diagram Fourth data is the presentation of quantitative data through 10 SMP PJOK teachers regarding badminton material learning application products using the Java for SMP PJOK Teachers in Kediri Regency with a level of clarity of 79% classified as very valid, 79% for attractiveness aspects classified as very valid, 79% for convenience aspects. classified as very valid and the accuracy aspect of 78% is classified as very valid. 96% 84% 100% 100% 93% 0% 20% 40% 60% 80% 100% Clarity Attractiveness Ease Accuracy Validity Media Expert Media Expert 79% 79% 79% 78% 79% 0% 20% 40% 60% 80% 100% Clarity Attractiveness Ease Accuracy Validity Small Group Trial Small Group Trial 90 Journal of Science and Education (JSE), Vol. 3, No. 2, Special Issue 2022, pp. 82-93 Based on the results of the data on all aspects, it can be concluded that this development product obtains a validity of 79% so that it can be interpreted as very valid. Table 10. Results of Analysis of Large Group Trials No. Aspect % Category 1. Clarity 83% Very Valid 2. Attractiveness 84% Very Valid 3. Ease 83% Very Valid 4. Accuracy 83% Very Valid Validity 83% Very Valid Figure 7. Large Group Trial Assessment Diagram The fifth data is the presentation of quantitative data through 40 Middle School PJOK Teachers regarding product application learning material for badminton using the Java for Middle School PJOK Teachers in Kediri Regency with an aspect level of clarity 83% classified as very valid, 84% for attractiveness aspects classified as very valid, 83% for convenience aspects classified as very valid and the accuracy aspect of 83% was classified as very valid. Based on the results of the data on all aspects, it can be concluded that this development product obtains a validity of 83% so that it can be interpreted as very valid. The overall suggestions from each expert on application products have been improved to make the product even more perfect. The final product of this research is learning media in the form of an application using Java which contains badminton game material for PJOK Teachers at SMP Kediri Regency. According to Arliando, Sallaby & Utami (2015) in his journal said that Java is a programming language commonly used in making applications that can be accessed using smartphones android with functions including so that the display is more attractive. According to Irsan (2015) library in Java is very diverse and complete, which has been provided and contains a collection of programs to facilitate the process of making the product the programmer wants. Java is a basic level coding language but can produce attractive and attractive application results according to the programmer's wishes (Nugroho & Rusli, 2017). According to Chotimah (2018) in his journal states that a media or learning device that is packaged in an interesting and varied way really helps students understand the material. Based on the data from the needs analysis, among others, it was stated that 100% of teachers agreed that if effective and efficient badminton learning media were developed, of course 83% 84% 83% 83% 83% 0% 20% 40% 60% 80% 100% Clarity Attractiveness Ease Accuracy Validity Large Group Trial Large Group Trial https://jse.rezkimedia.org/index.php/jse/index Kurniawan, Wiguno, & Amrullah – Development of application-based badminton … 91 this would be in line with the existence of Java which were arranged with effective material coverage and an attractive appearance to achieve learning objectives. Applications android as learning support has the potential to succeed in seeing the increasingly widespread use of android smartphones in junior high school students. The use of interesting learning media will certainly provide a positive stimulus to students in participating in learning activities (Karo & Rohani, 2018). Sourced from expert validation data and trials that the badminton material learning application products that have been developed by researchers have very valid results in product attractiveness. The game of badminton is very popular with the community and can be played by anyone (Majid, et al. 2021) The game of badminton is a game that requires a very complex combination of movements, starting from holding a racket, hitting the ball, moving your feet, to producing a punch that can kill the opponent's defense (Mauludy & Sartono, 2017). According to Sholeh (2017) badminton is a game played by hitting the shuttlecock to the opponent's area. Badminton is one of the many PJOK materials contained in the curriculum from elementary to high school with certain learning stages (Sukarini, 2020). In Permendikbud Number 37 (2018) specifically on badminton material students are required to master basic competencies and core competencies gradually, starting from class VII who is given basic badminton technique material, class VIII material variations on basic badminton techniques, until class IX enters variations and combinations of badminton games. Based on expert validation data, product testing and revision, it is obtained from research data that the scope of material in learning applications has very valid accuracy results. There are several menus and material content displayed in the form of images, text to learning videos that are presented as attractively as possible in this application. According to Yudianto (2017) videos can help direct students' concentration and attention. According to Kamlin & Keong (2020) video media really helps students understand learning material because the understanding process becomes easier with the right display and interesting material. Based on research data from experts and trials, the results show that the presentation of video material has a very valid level of accuracy and attractiveness. The results of developing application-based badminton teaching media products using the Java programming language for SMP PJOK TEACHER, Kediri Regency have gone through several revision stages to obtain product results that are very valid and feasible to use. CONCLUSION The results of research on the development of teaching media for application-based badminton materials with Java programming can be stated to have clarity, convenience, attractiveness, suitability and accuracy which are very valid according to the results of validation by several experts and product testing by PJOK teachers at SMP Kediri Regency. Thus this application product is suitable for use in badminton learning activities. 92 Journal of Science and Education (JSE), Vol. 3, No. 2, Special Issue 2022, pp. 82-93 REFERENCES Akbar, S. & Sriwiyana, H. (2011). 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