The big problem faced today in athletic learning is the limitation of interactive media that meets the needs of students in the digital era. The existence of advanced devices such as smartphones, which are now an important part of human life, can provide a solution to the problems that occur. By developing smart applications for athletics, the practicality and effectiveness of Android-based applications can be used as a medium that can be accessed by all levels of society, so that they are able to facilitate independent learning, improve athletes' performance, and can be used for long-distance training. The method used is Design and Development (D&D), with an approach using the Analysis, Design, Development, Implementation, Evaluation (ADDIE) model to develop an athletic application called Smart Athletics (TARTIK). Implementation procedures consist of the following stages: problem identification, goal description, tool design and development, tool testing, tool evaluation, and tool use recommendations. Based on the research conducted, an Android application has been produced that can be used as a learning medium. The application made is very good and can be used by students, athletes, or the community as a learning medium, as shown by the results of validation by media experts, linguists, and material experts. The following are the results of each expert validation, which show that all of them are valid with percentages of 91%, 88%, and 93%, respectively. It was then reinforced by the results of the questionnaire, which stated that 90% of trial users stated that it was very attractive and easy to use. The results of this Android-based athletic learning media can meet the needs of flexible, adaptive, and contextual learning in the Society 5.0 era.
Alimuddin et al. (Wed,) studied this question.
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