Abstract

This research aims to develop a product in the form of an android application that can be used as a new method of learning and independent training for the basic elements of rhythmic gymnastics. The Research and Development method was used in this study. The research steps were adapted from Sugiyono's research steps which consisted of 13 steps, but the researchers only adapted 10 steps according to the research objectives. Small group trials were conducted at Gymnastics Local Club on 8 children practicing rhythmic gymnastics, while the main field trials were carried out on 15 children practicing rhythmic gymnastics at local clubs. The research instruments were a scale questionnaire and evaluation sheets. Evaluation result data were in the form of descriptive quantitative and qualitative. Quantitative data were collected from assessments by means of a product trial questionnaire. Qualitative data were obtained through expert validation and trial activities in the form of input, feedback, criticism and suggestions. Quantitative data were analyzed using descriptive quantitative analysis. The results of the assessment obtained through expert validation and trials were processed in percentages. The percentage results were then elaborated using the qualitative method. The assessment for the feasibility aspect of the model of basic element of android application based-rhythmic gymnastics was seen from the results of the validation by material experts at 97.5% (strongly agree) and media experts at 96% (strongly agree). The results of the main field trial showed an assessment score at 98.16% (strongly agree). The product was a model of media for the basic elements of android application based-rhythmic gymnastics. The product was made of several basic elements of rhythmic gymnastics motion pictures and videos (slow motion) supported by brief information, a brief history of gymnastics, videos of elite championships, athletes' achievements, and gym club contact support. The selection of motion elements was based on FIG's Code of points in 2017-2020.

Highlights

  • Previous studies from Irani Trisnanda, developing basic rhythmic gymnastics techniques based on audio-visual freehand circuits for children aged 7-11 years, the results are very suitable so that they become the basis for developing android applications so that children will be helped in training and not dependent on coaches so that from existing applications the child can learn on their own

  • The assessment of "Model Elements of Rhythmic Gymnastics Based on Android Applications" gain the score of 3.7 or 92.81% which is included in the "Strongly Agree" criteria

  • Based on the results of the research on the development of the feasibility assessment of the product "Model Elements of Rhythmic Gymnastics Based on Android Applications" it can be concluded that based on the results of validation by material experts 1 and 2 this product obtained a percentage of 97.5% classified as "strongly agree" criteria

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Summary

Introduction

Sports are purposeful physical activities that involve muscles and control done by humans. Sports are games that accommodate the elements of nature, other people, or oneself and possess organizational complexity. Based on this definition there are three important elements that are interrelated and cannot be separated in sports. The three elements are physical activity, games, and organizational complexity. Physical activities in sports are intended as a physical activity that requires physical skills and not considered ordinary physical activity. Types of physical activities preferred by children are playing traditional games [1]

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