Karate in the digital age: Augmented reality for enhanced learning and performance

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Septri, Sonya Nelson, Hendra Kurniawan, Syahrial Bakhtiar, Anton Komaini, Kadek Yogi Parta Lesmana

2023 Journal of Physical Education and Sport Vol. 23 Issue 12 Article Cited by 7 Quartile

Abstract

Background. The integration of Augmented Reality (AR) technology development became a trend in representing an application that can present virtual 3D objects in real-time compared to other technological applications. However, digital-based research was restricted in the field of karate. Objective. The aim of this research was to develop karate learning media concerning practicality, attractiveness, and accuracy aspects to enhance the learning outcomes of technical performance in the karate course for sports science students. Method. The research used the Research and Development method by using the Borg and Gall design, consisting of 10 stages: (1) Data Collection; (2) Planning; (3) Development; (4) Design Validation; (5) Design Revision; (6) Product Trial; (7) Product Revision; (8) Product Usage Trial; (9) Product Revision; (10) Mass Production. The participants included 7 experts, comprising 2 national karate coaches, 2 professors specializing in karate martial arts, 1 national karate athlete, and 2 media experts. Additionally, 45 sports science students participated in the product trial and signed an agreement form for this study. The instruments of this study included validation sheets for experts and questionnaires for product trial participants. The data analysis technique used SPSS version 25. Results. According to expert validation results, the development of AR-based karate learning media showed excellent results, which indicated an average validation result by experts of 90.6%. Students' responses to the use of this media in karate learning were very positive, with scores in small group trials of 85.7% and large group trials of 89.6%. Compared to conventional learning, virtual reality teaching was approximately 15% higher than traditional teaching. Conclusions. The findings in this study were expected to contribute to future karate learning. This was indicated by the high validation scores by experts and the positive and enthusiastic response of participants towards karate learning with the assistance of AR technology. © JPES.

Affiliations

Doctoral in Sports Science, Universitas Negeri Padang, Indonesia; Health and Recreation Department, Universitas Negeri Padang, Indonesia; Faculty of Language and Art, Universitas Negeri Padang, Indonesia; Departement of Physical Education, Universitas Negeri Padang, Indonesia; Departement of Physical Education, Universitas Pendidikan Ganesha, Indonesia