Systematic Literature Review: Efektivitas E-Learning dan Mobile Apps dalam Pembelajaran Bola Basket di Era Digital
Abstract
Studi kasus ini bertujuan untuk menganalisis efektivitas e-learning dan mobile applications dalam pembelajaran bola basket di era digital berdasarkan pengalaman implementasi berbagai platform pembelajaran digital. Metode penelitian menggunakan studi kasus dengan pendekatan kualitatif yang menganalisis lima kasus utama: HomeCourt AI-powered basketball app, Level Up Basketball training platform, YouTube-based basketball learning, Go Basket sebagai aplikasi pembelajaran lokal, dan platform e-learning berbasis Adobe Flash. Data dikumpulkan melalui analisis dokumen, observasi platform, dan evaluasi user experience dengan menggunakan Technology Acceptance Model (TAM) sebagai framework teoritis. Analisis dilakukan menggunakan teknik analisis konten dan triangulasi data untuk memvalidasi temuan. Hasil studi menunjukkan bahwa platform digital memberikan kontribusi signifikan terhadap pembelajaran bola basket dengan tingkat efektivitas bervariasi berdasarkan fitur-fitur yang ditawarkan. HomeCourt menunjukkan efektivitas tertinggi dengan peningkatan shooting accuracy 25-30% melalui real-time AI feedback, Level Up Basketball meningkatkan engagement siswa sebesar 78% dengan fitur gamification, YouTube-based learning menghasilkan peningkatan keterampilan fundamental 25,4% dibandingkan metode tradisional 16,8%, dan Go Basket menunjukkan acceptance rate 85% di kalangan siswa Indonesia. Faktor kunci keberhasilan meliputi user interface yang intuitif, personalized feedback, interactive content, dan accessibility across devices. Namun, ditemukan juga keterbatasan dalam aspek social interaction dan immediate coaching correction yang masih lebih superior dalam pembelajaran face-to-face. Studi ini menyimpulkan bahwa e-learning dan mobile apps efektif sebagai supplementary tools dalam pembelajaran bola basket, namun hybrid approach yang mengombinasikan digital learning dengan traditional coaching memberikan hasil optimal dalam pengembangan keterampilan basket secara comprehensive.
Downloads
References
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319-340. https://doi.org/10.2307/249008
Fecira, M. (2020). Technology acceptance model dalam pembelajaran digital: Analisis penerimaan e-learning di era pandemi. Jurnal Teknologi Pendidikan, 8(2), 156-172. https://doi.org/10.21009/jtp.v8i2.15847
HomeCourt Technologies. (2024). AI-powered basketball training analytics platform user guide. HomeCourt Inc.
Kumar, A., & Singh, P. (2024). Digital engagement in sports education: A comprehensive analysis of student preferences and learning outcomes. Educational Technology Research and Development, 72(4), 1234-1251. https://doi.org/10.1007/s11423-024-10182-3
Level Up Basketball. (2024). Gamification in sports training: Annual impact report 2024. Level Up Sports Technology.
Mayer, R. E. (2021). Multimedia learning (3rd ed.). Cambridge University Press.
Patel, R., & Johnson, L. (2023). Mobile learning applications in physical education: A systematic review of effectiveness and implementation challenges. Computers & Education, 195, 104712. https://doi.org/10.1016/j.compedu.2023.104712
Sefriani, R., Wijaya, I., & Radiana, U. (2022). Constructivist learning theory implementation in sports education through digital platforms. Journal of Educational Technology, 6(3), 298-315. https://doi.org/10.17977/um039v6i32022p298
Setiawan, A., Pratama, B., & Sari, D. (2024). The effectiveness of YouTube-based basketball learning among beginner players: A quasi-experimental study. International Journal of Sports Medicine, 9(2), 87-96. https://doi.org/10.1055/s-0044-1782456
Silva, M., Costa, P., & Ribeiro, J. (2023). Artificial intelligence in sports training: Applications, benefits, and future directions. Sports Technology Review, 11(4), 423-438. https://doi.org/10.1080/21679169.2023.2187456
Smith, D., & Brown, K. (2022). Digital transformation in physical education: Challenges and opportunities in the post-pandemic era. Physical Education and Sport Pedagogy, 27(6), 612-628. https://doi.org/10.1080/17408989.2022.2045242
Teknogav. (2019, Juli 12). NBA manfaatkan teknologi HomeCourt untuk jaring bakat muda. Teknogav Digital Sports. https://www.teknogav.com/2019/07/nba-manfaatkan-teknologi-homecourt.html
Wang, X., Liu, Y., & Chen, Z. (2023). Mobile learning effectiveness in sports education: A meta-analysis of recent studies. Educational Technology International, 24(8), 1456-1472. https://doi.org/10.1080/1475939X.2023.2201845
Wilson, J., Martinez, C., & Anderson, P. (2022). User experience design principles for sports learning applications: A case study approach. International Journal of Human-Computer Studies, 168, 102912. https://doi.org/10.1016/j.ijhcs.2022.102912
YouTube Learning Analytics. (2024). Sports education content impact report: Basketball tutorial effectiveness study. Google LLC.
Zhang, L., Thompson, R., & Garcia, M. (2023). Digital learning transformation in sports education: Accelerated adoption during COVID-19 and beyond. Computers in Human Behavior, 140, 107589. https://doi.org/10.1016/j.chb.2023.107589
.png)






