DEVELOPMENT AND VALIDATION OF TACTICAL GAMES LEARNING MODELS BASED ON DIGITAL TECHNOLOGY

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Lutfi Nur, Heri Yusuf Muslihin, Teten Hidayat, Ghullam Hamdu, P. Purwati, Aziz Amrulloh, Andhega Wijaya, Arief Abdul Malik

2025 Journal of Engineering Science and Technology Vol. 20 Issue 3 Article Cited by 1 SDG 4SDG 16SDG 17 Quartile

Abstract

This study developed an Android-based Tactical Games learning model application to enhance tactical understanding, decision-making, and engagement in physical education. The application was validated by experts in material, media, and informatics, receiving scores of about 80%, confirming its validity and feasibility because expert evaluation ensures that learning tools meet pedagogical and technical standards. User testing, involving 53 elementary school students, showed a system usability scale (SUS) score of 76.75, categorizing the application as “good.” This score is important because usability impacts student interaction and learning outcomes. Additionally, effectiveness surveys recorded an average score of 7.79, demonstrating the application’s ability to support tactical learning and game-based instruction because structured digital tools enhance student engagement and comprehension. These findings indicate that integrating digital technology into tactical games learning provides an interactive and structured approach to physical education. However, future research should expand testing with different learning models and enhance teacher training, because successful technology adoption depends on educators’ ability to integrate it effectively into instruction. © School of Engineering, Taylor's University.

Affiliations

Universitas Pendidikan Indonesia, Bandung, Indonesia; Universitas Negeri Semarang, Semarang, Indonesia; Universitas Negeri Surabaya, Surabaya, Indonesia; Universitas Siliwangi, Tasikmalaya, Indonesia

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