PENGEMBANGAN VARIASI MODEL PERMAINAN EDUKATIF BERBASIS DEEP LEARNING PADA KOMPONEN DAYA TAHAN KEBUGARAN JASMANI MENGGUNAKAN FLIPBOOK KELAS VII
DOI:
https://doi.org/10.23969/jp.v11i3.56844Keywords:
Educational Games, Deep Learning, FlipbookAbstract
This study aims to develop and produce a digital learning medium featuring educational game model variations based on deep learning for physical fitness endurance components, packaged as a flipbook for 7th-grade students, which meets validity and instructional feasibility criteria. The method employed is Research and Development (R&D), adapting the ADDIE model modified into four main stages: Analysis, Design, Development, and Evaluation (ADDE). The implementation stage was omitted due to time constraints. Feasibility data collection was conducted using validation sheet instruments involving two subject experts: a material expert and a media expert. Quantitative data were analyzed using percentage descriptive analysis techniques, while qualitative data in the form of feedback and suggestions served as references for product revision. The results showed that the final product, an interactive digital flipbook integrating guide texts, formation images, and educational game demonstration videos, was rated as "Highly Valid". The validity test by the material expert achieved a percentage of 97.06%, while the media expert gave a perfect score of 100%, resulting in an average validity rate of 98.53%. In conclusion, the developed digital flipbook medium meets both theoretical and practical feasibility standards and is ready to be used as an innovative solution to overcome learning boredom, enhance conceptual understanding, and increase active motor engagement among students. Future research is suggested to conduct product trials during the direct implementation stage in the field on a broader scale.
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