PENGEMBANGAN VARIASI MODEL PERMAINAN EDUKATIF BERBASIS DEEP LEARNING PADA KOMPONEN KESEIMBANGAN KEBUGARAN JASMANI MENGGUNAKAN FLIPBOOK SISWA KELAS VII
DOI:
https://doi.org/10.23969/jp.v11i03.59446Keywords:
educational games, physical fitness, flipbookAbstract
This study was conducted to develop a digital learning medium in the form of a flipbook containing variations of educational games based on the deep learning approach for the balance component of physical fitness among seventh-grade students. The objective was to produce a learning medium that is both valid and appropriate for classroom use. This research adopted the Research and Development (R&D) method using a modified ADDIE model consisting of four stages: Analysis, Design, Development, and Evaluation (ADDE). The implementation stage was omitted due to the limited duration of the research. Data were collected through validation instruments completed by a material expert and a media expert. Quantitative data were analyzed using descriptive percentage analysis, while qualitative data in the form of comments and suggestions were used to revise and improve the product. The final product was an interactive digital flipbook integrating learning materials, visual illustrations of game formations, and demonstration videos of educational games. The validation results showed that the developed media achieved a "Highly Valid" classification, with a score of 97.06% from the media expert and 94.11% from the material expert, resulting in an overall average validity of 95.58%. Therefore, the developed digital flipbook is considered suitable for use as a learning medium to enhance students' conceptual understanding, encourage active motor participation, and reduce learning boredom during physical education lessons.
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