Android-Based Augmented Reality for Traditional Sports Learning

Authors

  • Agus Kurniadi Universitas Muhammadiyah Sorong Author
  • Abu Bakar Universitas Muhammadiyah Sorong Author
  • Emayanti Anggraeni Universitas Muhammadiyah Sorong Author
  • Yohanis Habel Kareth Universitas Muhammadiyah Sorong Author

DOI:

https://doi.org/10.15294/active.v15i2.57865

Keywords:

augmented reality, Android, traditional sports, elementary school, physical education

Abstract

This development study aimed to produce an Android-based augmented reality (AR) application for introducing traditional sports to students of SD Muhammadiyah Malawili, Sorong Regency, and to evaluate its feasibility, practicality, and preliminary effectiveness. The study used the ADDIE research and development model, consisting of analysis, design, development, implementation, and evaluation. The participants were one physical education teacher, two expert validators, and 28 fifth-grade students. Data were collected through observation, interviews, validation sheets, response questionnaires, and comprehension tests. The application contains marker cards, three-dimensional visualizations, audio narration, short videos of basic movements, and interactive quizzes on egrang, gobak sodor, bakiak, kasti, jump rope, and engklek. Expert validation produced a mean feasibility score of 87.41% (highly valid), while teacher and student responses produced a practicality score of 90.11% (highly practical). In a one-class pre-test–post-test field trial without a control group, the mean comprehension score increased from 56.79 to 82.14, with an N-gain of 0.59 (medium). These findings indicate that the application is feasible and practical and has promise as an introductory learning medium. However, the evidence of effectiveness remains preliminary; because the trial involved one class in one school and no control group, the findings cannot be interpreted causally or generalized broadly.

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Published

2026-07-24

Article ID

57865

Issue

Section

Articles