Community Service: The Transformation of Badminton Learning Through Virtual Reality Technology in Elementary Schools
Abstract
The community service activity aims to introduce 3D Virtual Reality technology as an innovation in badminton learning at SD Negeri 168 Pekanbaru. The activity stages in the implementation of this PkM program consist of several main stages, namely preparation, implementation, evaluation, and evaluation of the implementation and sustainability of the program. The results of this activity confirm that learning using 3D virtual reality technology has a significant positive impact on improving students' knowledge, skills, and attitudes. The technology proved effective not only in improving theoretical understanding but also in developing practical skills and building higher motivation. This community service activity has successfully achieved the main objective, which is to increase students' interest and involvement in badminton through the use of 3D Virtual Reality (VR) technology. The evaluation results showed a significant increase in the aspects of cognitive knowledge, psychomotor skills, and affective attitudes of students after participating in this technology-based learning. Nevertheless, the success of this program is also accompanied by challenges, especially the need for teacher training in the use of VR technology to ensure the sustainability of the program in the future
Downloads
References
Arini, R. E. (2023). Merangkul Teknologi: Mengintegrasikan Realitas Virtual dalam Pengalaman Pembelajaran. Jurnal Pendidikan West Science, 01(06), 350–356. https://wnj.westscience-press.com/index.php/jpdws/article/view/458
Buana, P. A., Widodo, E., & Winarti, T. (2024). Pelatihan Virtual Reality untuk Branding Sekolah di Era Digital. Jurnal MANTAP Jurnal Pengabdian Masyarakat Teknologi Dan Pendidikan, 1(2), 89–93.
Cahyati, N. N., & Hariyanto, E. (2019). Survei sarana dan prasarana dalam pembelajaran pendidikan jasmani dan kesehatan di Sekolah Dasar Negeri di Kabupaten Pasuruan. Gelanggang Pendidikan Jasmani Indonesia, 3(2), 111–120. http://dx.doi.org/10.17977/um040v3i2p111-120
Chover, M., Sotoca, J. M., & Marín-Lora, C. (2022). Virtual Reality versus Desktop Experience in a Dangerous Goods Simulator. International Journal of Serious Games, 9(2), 63–78. https://doi.org/10.17083/ijsg.v9i2.493
Dai, J., & Shi, Y. (2022). Application of Virtual Image Technology in Badminton Teaching in Colleges and Universities. Wireless Communications and Mobile Computing, 2022, 1–8. https://doi.org/10.1155/2022/6078781
Ernawati, A., Sitorus, Z., Wijaya, R. F., Aulia, A., Siregar, A. R. Y., & Sofyan, S. N. (2024). Pemanfaatan Teknologi Virtual Reality (VR) Dalam Pembelajaran Pada Lembaga Kursus Dan Pelatihan Rumah Tik Labuhanbatu. Jurnal Pengabdian Masyarakat Gemilang (JPMG), 4(1), 5–9. https://doi.org/10.58369/jpmg.v4i1.152
Erni, E. R., & Supriyanto, A. (2023). The development and supplementation of Web-Virtual Reality Trip to Three Angles as a Media for Promotion of Tourism at State of Seribu Suluk. CONSEN: Indonesian Journal of Community Services and Engagement, 3(2), 51–61. https://doi.org/10.57152/consen.v3i2.925
Gazali, N., Cendra, R., Efendi, Y., Setiawan, E., Medeirosd, A. I. A., & Hamdi, L. U. (2024). A new dimension in learning badminton refereeing: A 3D simulation android app with virtual reality integration. Jurnal Keolahragaan, 12(1), 29–39. https://doi.org/10.21831/jk.v12i1.68424
Geisen, M., Fox, A., & Klatt, S. (2023). VR as an Innovative Learning Tool in Sports Education. Applied Sciences (Switzerland), 13(4). https://doi.org/10.3390/app13042239
Gulec, U., Isler, I. S., Doganay, M. H., Gokcen, M., Gozcu, M. A., & Nazligul, M. D. (2023). Power-VR: Interactive 3D virtual environment to increase motivation levels of powerlifters during training sessions. Computer Animation and Virtual Worlds, 34(2), 1–15. https://doi.org/10.1002/cav.2045
Hamzah. (2022). Minat Siswa dalam Pembelajaran Olahraga Bulutangkis di SMP Satu Atap Reteh Kabupaten Iindragiri Hilir. Jurnal Olahraga Indragiri, 6(1), 86–101. https://doi.org/10.61672/joi.v6i1.2317
Jiang, J., & Fryer, L. K. (2024). The effect of virtual reality learning on students’ motivation: A scoping review. Journal of Computer Assisted Learning, 40(1), 360–373. https://doi.org/10.1111/jcal.12885
Kinanti, C. S. (2024). Exploring the Potential of VR Technology in Education in Indonesia. Devotion : Journal of Research and Community Service, 5(7), 742–748. https://doi.org/10.59188/devotion.v5i7.746
Kuleva, M. (2023). Application of virtual reality to the enhancement of physical activity and sports for healthy individuals. A systematic review. Journal of Applied Sports Sciences, 1, 69–79. https://doi.org/10.37393/JASS.2023.01.7
Kuleva, M. (2024). Exploring the Integration of Virtual Reality in Physical Education: A Comprehensive Review. Vide. Tehnologija. Resursi - Environment, Technology, Resources, 2, 197–201. https://doi.org/10.17770/etr2024vol2.8057
Kuokkanen, J., Virtanen, T., Hirvensalo, M., & Romar, J. E. (2022). The reliability and validity of the sport engagement instrument in the Finnish dual career context. International Journal of Sport and Exercise Psychology, 20(5), 1345–1367. https://doi.org/10.1080/1612197X.2021.1979074
Lee, H.-Y., Chang, C.-W., & Chung, C.-Y. (2020). Virtual reality-based badminton teaching in physical education courses. Journal of Sports Science & Physical Education (JSSPE), 53(4), 375–392. https://doi.org/10.6222/pej.202012
Li, C., & Li, Y. (2024). Feasibility Analysis of VR Technology in Physical Education and Sports Training. IEEE Access, 45, 1–8. https://doi.org/10.1109/ACCESS.2020.3020842
Mouatt, B., Smith, A. E., Mellow, M. L., Parfitt, G., Smith, R. T., & Stanton, T. R. (2020). The Use of Virtual Reality to Influence Motivation, Affect, Enjoyment, and Engagement During Exercise: A Scoping Review. Frontiers in Virtual Reality, 1, 1–23. https://doi.org/10.3389/frvir.2020.564664
Neumann, D. L., Moffitt, R. L., Thomas, P. R., Loveday, K., Watling, D. P., Lombard, C. L., Antonova, S., & Tremeer, M. A. (2018). A systematic review of the application of interactive virtual reality to sport. Virtual Reality, 22(3), 183–198. https://doi.org/10.1007/s10055-017-0320-5
Ospankulov, Y., Nurgaliyeva, S., Zhumabayeva, A., Zhunusbekova, A., Tolegenuly, N., Kozhamkulova, N., & Zhalel, A. (2023). Examining the Relationships between Primary School Students’ Participation in Sports and Technology Addictions. International Journal of Education in Mathematics, Science and Technology, 11(3), 804–819. https://doi.org/10.46328/ijemst.3177
Paramita, P. E., Julanons, J., Fayola, A. D., Sabur, F., & Husain, D. L. (2024). Utilization of Virtual Reality (VR) in Developing Interactive Learning Experiences. Al-Fikrah: Jurnal Manajemen Pendidikan, 12(1), 136. https://doi.org/10.31958/jaf.v12i1.12501
Perdima, F. E., Suwarni, & Gazali, N. (2022). Educational technology in physical education learning: A bibliometric analysis using Scopus database. SPORT TK-Revista EuroAmericana de Ciencias Del Deporte, 11(2), 34–42. https://doi.org/10.6018/sportk.517091
Pratama, R. Y., Sulastio, A., & Agust, K. (2023). Hubungan Sarana Prasarana dan Proses Pembelajaran dengan Hasil Belajar Olahraga di SMA Negeri 16 Pekanbaru. Riyadhoh: Jurnal Pendidikan Olahraga, 6(1), 88. https://doi.org/10.31602/rjpo.v6i1.9948
Putranto, J. S., Heriyanto, J., Kenny, Achmad, S., & Kurniawan, A. (2022). Implementation of virtual reality technology for sports education and training: Systematic literature review. Procedia Computer Science, 216, 293–300. https://doi.org/10.1016/j.procs.2022.12.139
Raibowo, S., Ilahi, B. R., Yarmani, Y., Sapri, J., Pujianto, D., Danim, S., Kristiawan, M., Okilanda, A., Azhar, S., & Syaputri, W. (2024). Training model for basic badminton techniques using sport integrated circuit for student athletes aged 12- 15 Years Modelo de entrenamiento de técnicas básicas de bádminton mediante circuito integrado deportivo para estudiantes deportistas de 12 a 15 años. Retos, 2041, 1362–1370. https://doi.org/10.47197/retos.v61.109873
Rusmanto, R., Tomoliyus, T., Sulastion, A., Gazali, N., Abdullah, K. H., Gil-espinosa, F. J., & Setiawan, E. (2023). Virtual Reality to Promoting Sports Engagement and Some Technical skills in Junior Football Athletes: A 12-Week Randomized Controlled Trial. Retos, 50, 1129–1133.
Saleh, M. S., & Ramdhani, S. (2020). Survei Sarana dan Prasarana Pendidikan Jasmani dan Tingkat Kesegaran Jasmani Siswa Kelas VIII SMP PGRI Barembeng Kabupaten Gowa. Journal Coaching Education Sports, 1(1), 51–64. https://doi.org/10.31599/jces.v1i1.86%0AVol.1,
Satishkumar, P., Jadhav, V. D., Dolas, D. R., Elangovan, M., Verma, A., Patil, H., & Sharma, V. K. (2024). Exploring the implementation of mobile virtual reality technology in higher education physical fitness programs. Journal of Autonomous Intelligence, 7(5), 1569. https://doi.org/10.32629/jai.v7i5.1569
Suryati, K., Komputer, R. S., Bangli, K., Pendidikan, T., & Digital, M. A. (2025). Implementasi Virtual Reality Untuk Pembelajaran Imersif di Sekolah Dasar Kabupaten Bangli. Jurnal WIDYA LAKSMI, 5(1), 124–131.
Vihos, J., Chute, A., Carlson, S., Shah, M., Buro, K., & Velupillai, N. (2024). Virtual Reality Simulation in a Health Assessment Laboratory Course: A Mixed-methods Explanatory Study Examining Student Satisfaction and Self-confidence. Nurse Educator, 49(6), 315=320. https://doi.org/10.1097/NNE.0000000000001635
Wang, T., Luo, P., Xia, S., Zeng, X., & Shen, X. (2023). The Optimization of Visual Perception Factors in Badminton Sports Environment Applied Virtual Reality and Machine Learning. SSRN, 34, 1–35. https://doi.org/10.2139/ssrn.4623005
Wu, X. (2024). A review of virtual reality technology. Applied and Computational Engineering, 38(1), 1–6. https://doi.org/10.54254/2755-2721/38/20230521
Zhang, K., & Liu, S.-J. (2016). The application of virtual reality technology in physical education teaching and training. Proceedings - 2016 IEEE International Conference on Service Operations and Logistics, and Informatics, SOLI 2016, 245–248. https://doi.org/10.1109/SOLI.2016.7551695
Zhang, Z. (2024). Innovative Application and User Experience of Virtual Reality Technology in Human-Computer Interaction. Highlights in Science, Engineering and Technology, 93, 200–209.