Desenvolvimento de um simulador de aprendizagem baseado em IA com base numa aplicação Android para melhorar as capacidades de golpe de fundo no ténis para principiantes

Autores

  • Muh. Ilham aksir Yogyakarta State University https://orcid.org/0000-0001-9136-304X
  • Wawan Sundawan Suherman Yogyakarta State University
  • Abdul Alim Yogyakarta State University
  • Hasmyati Hasmyati Makassar State University
  • Muhammad Akbar Syafruddin Makassar State University
  • Yudik prasetyo Yogyakarta State University
  • Dewi Nurhidayah Cendrawasih University https://orcid.org/0000-0001-7366-9432

DOI:

https://doi.org/10.47197/retos.v69.112769

Palavras-chave:

Desenvolvimento, media de aprendizagem, nado de fundo, ténis de campo

Resumo

Introdução: O processo de ensino do ténis implementado até à data continua a ser convencional, o que o torna menos eficaz na melhoria dos resultados de aprendizagem dos alunos. São, portanto, necessários meios de aprendizagem mais eficazes que possam levar à melhoria dos resultados de aprendizagem dos alunos.
Objectivo: Esta investigação faz parte de um projecto de investigação de desenvolvimento que visa desenvolver meios de aprendizagem sob a forma de um meio de aprendizagem de treino baseado em IA, baseado em aplicações Android, para melhorar as capacidades de golpe de fundo dos tenistas principiantes (alunos FIK) na UNM.
Metodologia: Esta investigação centra-se na fase de implementação, com um desenho experimental com pré-teste e pós-teste em dois grupos. Os participantes deste estudo foram 151 pessoas, sendo 51 pessoas no teste de viabilidade, 60 pessoas no grupo experimental e 60 pessoas no grupo de controlo. Os instrumentos utilizados neste estudo foram o questionário de viabilidade e a Revisão do Teste de Ténis de Dyer. O teste t para amostras independentes é uma técnica de análise de dados utilizada neste estudo. Resultados: Os resultados da investigação mostraram que a média dos dados do grupo experimental foi de 17,67 e a do grupo controlo foi de 15,47, resultando numa diferença média de 2,2.
Discussão: Os resultados do teste de eficácia demonstram que existem diferenças nos resultados das competências de nado de fundo dos grupos experimental e de controlo, com o grupo experimental a apresentar um maior progresso em comparação com o grupo de controlo.
Conclusões: Portanto, pode-se concluir que os métodos de treino de IA baseados em Android têm efeito no aperfeiçoamento das capacidades de nado de fundo dos alunos.

Biografias Autor

Muh. Ilham aksir, Yogyakarta State University

Doctoral student at Yogyakarta State University

Wawan Sundawan Suherman, Yogyakarta State University

Professor in Yogyakarta State University

Abdul Alim, Yogyakarta State University

Proffesor at Yogyakarta State University

Hasmyati Hasmyati, Makassar State University

Lecturer in Makassar State University

Muhammad Akbar Syafruddin, Makassar State University

Lecturer at Makassar State University

Yudik prasetyo, Yogyakarta State University

Professor at Yogyakarta State University

Dewi Nurhidayah, Cendrawasih University

Lecturer at Cenderawasih University

Referências

Abdulrahaman, M. D., Faruk, N., Oloyede, A. A., Surajudeen-Bakinde, N. T., Olawoyin, L. A., Mejabi, O. V., Imam-Fulani, Y. O., Fahm, A. O., & Azeez, A. L. (2020). Multimedia tools in the teaching and learning processes: A systematic review. Heliyon, 6(11), e05312. https://doi.org/10.1016/j.heliyon.2020.e05312

Ahliana, A., Nurhikmah, N., & Anwar, C. R. (2025). Development of digital art and culture book for im-proving students learning outcomes. Journal of Research in Instructional, 5(1), 40–51.

Alim, A., & Nurfadhila, R. (2021). Reliabilitas test-retest dyer tennis test revision. Jurnal Keolahragaan, 9(1), 43–50. https://doi.org/10.21831/jk.v9i1.39122

Amiq, F., Setiyono, H., Nurhasan, N., Lesmana, H. S., Jr, P. B. D., Ayubi, N., & Robiansyah, Moh. F. (2024). Audio-visual video based circuit training model development design in futsal sports. SPORT TK-Revista EuroAmericana de Ciencias Del Deporte, 13, 36. https://doi.org/10.6018/sportk.573111

Barut Tugtekin, E., & Dursun, O. O. (2022). Effect of animated and interactive video variations on learners’ motivation in distance Education. Education and Information Technologies, 27(3), 3247–3276. https://doi.org/10.1007/s10639-021-10735-5

Bikalawan, S. S., Al Ardha, M. A., Indahwati, N., Wijaya, A., Nurhasan, N., Ridwan, M., & Yang, C. B. (2024). Flash Card Learning Media in Physical Education Improves Students’ Locomotor Movement Skills. Retos, 57, 80–87. https://doi.org/10.47197/retos.v57.105460

Campbell, S., Greenwood, M., Prior, S., Shearer, T., Walkem, K., Young, S., Bywaters, D., & Walker, K. (2020). Purposive sampling: complex or simple? Research case examples. Journal of Research in Nursing, 25(8), 652–661.

Galatsopoulou, F., Kenterelidou, C., Kotsakis, R., & Matsiola, M. (2022). Examining Students’ Perceptions towards Video-Based and Video-Assisted Active Learning Scenarios in Journalism and Commu-nication Courses. Education Sciences, 12(2), 74. https://doi.org/10.3390/educsci12020074

Ifliadi, I., Suhaidi, Prasetyo, I., Mendrofa, L. I., & Hendrawati, E. S. (2024). Utilization of digital-based learning media in the independent curriculum in elementary schools. Proceedings of Interna-tional Conference on Education, 2(1), 706–715. https://doi.org/10.32672/pice.v2i1.1348

Kustyarini, K., Utami, S., & Koesmijati, E. (2020). The importance of interactive learning media in a new civilization era. European Journal of Open Education and E-Learning Studies, 5(2).

Kusuma, R. D. (2025). The Impact of Interactive Media Based on Augmented Reality on Elementary School Students’ Learning Motivation. Journal of the American Institute, 2(1), 40–48. https://doi.org/10.71364/chhchq47

Lastya, S. W., Budi, D. R., Festiawan, R., Kusnandar, K., Estrella, E. O., & Khan, M. A. (2025). Development of interactive hologram-based learning media for physical education sports and health subjects in elementary school. Indonesian Journal of Research in Physical Education, Sport, and Health, 3(1), 1–17.

Manca, S. (2020). Snapping, pinning, liking or texting: Investigating social media in higher education beyond Facebook. The Internet and Higher Education, 44, 100707. https://doi.org/10.1016/j.iheduc.2019.100707

Mat Sanusi, K. A., Iren, D., Fanchamps, N., Geisen, M., & Klemke, R. (2025). Virtual virtuoso: a systematic literature review of immersive learning environments for psychomotor skill development. Educational Technology Research and Development. https://doi.org/10.1007/s11423-025-10449-2

Midoglu, C., Sabet, S. S., Sarkhoosh, M. H., Majidi, M., Gautam, S., Solberg, H. M., Kupka, T., & Halvorsen, P. (2024). AI-Based Sports Highlight Generation for Social Media. Proceedings of the 3rd Mile-High Video Conference on Zzz, 7–13. https://doi.org/10.1145/3638036.3640799

Nelson, S., Darni, R., Haris, F., Ilham, I., Ndayisenga, J., Septri, S., Ockta, Y., Sari, D. N., & Festiawan, R. (2025). The effectiveness of learning media based on digital augmented reality (AR) technolo-gy on the learning outcomes of martial arts. Retos, 63, 878–885. https://doi.org/10.47197/retos.v63.108948

Ngatman, N., Guntur, G., Yuliarto, H., & Sridadi, S. (2022). Development of “Authentic Assessment” In-struments Basic Forehand and Backhand Groundstroke Techniques Based On “Actions Meth-od” Learning Outcomes of Field Tennis Courses for Faculty of Sports Science of Yogyakarta State University Students. Conference on Interdisciplinary Approach in Sports in Conjunction with the 4th Yogyakarta International Seminar on Health, Physical Education, and Sport Sci-ence (COIS-YISHPESS 2021), 56–63.

Noetel, M., Griffith, S., Delaney, O., Sanders, T., Parker, P., del Pozo Cruz, B., & Lonsdale, C. (2021). Video Improves Learning in Higher Education: A Systematic Review. Review of Educational Re-search, 91(2), 204–236. https://doi.org/10.3102/0034654321990713

Ping, H. (2025). Application of Behavior Change Techniques (BCTs) based on the ADDIE Model in Uni-versity Tennis. Environment-Behaviour Proceedings Journal, 10(SI24), 229–237.

Putri, D. D. A., & Wahjuni, E. S. (2024). The Influence of Audiovisual Learning Media on The Learning Outcomes of Underhand and Overhand Volleyball Serves At SMA Labschool Unesa 1. Jurnal Pendidikan Jasmani (JPJ), 5(2), 114–122.

Rahardjanto, A., & Husamah, H. (2022). Publication Trend of R&D in the Journal of Biological Educa-tion in Indonesia (Sinta 2: 2017-2021): A Systematic Literature Review. Prisma Sains: Jurnal Pengkajian Ilmu Dan Pembelajaran Matematika Dan IPA IKIP Mataram, 10(1), 21–35.

Selviana, S., & Andriani, A. E. (2025). Development of Interactive Multimedia Based on Problem-Based Learning to Improve Learning Outcomes of Light Properties Material. Jurnal Pijar Mipa, 20(1), 16–23. https://doi.org/10.29303/jpm.v20i1.8206

Sutoro, S., & Nurhidayah, D. (2023). Penerapan model pembelajaran langsung dengan media bidang miring untuk meningkatkan gerak dasar guling depan. Multilateral : Jurnal Pendidikan Jasmani Dan Olahraga, 22(2), 131. https://doi.org/10.20527/multilateral.v22i2.15303

Syafruddin, A. (2023). Peran teknologi pendidikan terhadap perubahan pembelajaran pendidikan jas-mani. Jurnal Teknologi Pendidikan, 3(2), 36–44.

Tuma, R. (2020). Professional interpretation in sports training: an analysis of the communicative prac-tices of vernacular video analysis. The Sociological Annual/Годишњак За Социологију, 16(25), 9–31.

Van Den Beemt, A., Thurlings, M., & Willems, M. (2020). Towards an understanding of social media use in the classroom: a literature review. Technology, Pedagogy and Education, 29(1), 35–55. https://doi.org/10.1080/1475939X.2019.1695657

Vivi Sutinalvi, Annisa Harahap, M.Yusri Ali Lubis, & Sahkholid Nasution. (2024). Tantangan dan Peluang Pembelajaran Bahasa Arab di Era Digital. Mutiara : Jurnal Penelitian Dan Karya Ilmiah, 3(1), 76–86. https://doi.org/10.59059/mutiara.v3i1.1969

Zhao, S., & Ji, F. (2025). Applying virtual reality to sail education: an innovative strategy to enhance knowledge learning for student novices. Frontiers in Psychology, 16. https://doi.org/10.3389/fpsyg.2025.1498725

Downloads

Publicado

2025-06-14

Como Citar

aksir, M. I., Suherman, W. S., Alim, A., Hasmyati, H., Syafruddin, M. A., prasetyo, Y., & Nurhidayah, D. (2025). Desenvolvimento de um simulador de aprendizagem baseado em IA com base numa aplicação Android para melhorar as capacidades de golpe de fundo no ténis para principiantes. Retos, 69, 442–451. https://doi.org/10.47197/retos.v69.112769

Edição

Secção

Artigos de caráter científico: trabalhos de pesquisas básicas e/ou aplicadas.