Abstract
This research was aimed to conducted with the aim of developing game modification products using blended learning and testing their effectiveness in the learning process. The method used in this study refers to the blended learning development model using research subjects 80 high school students and 4 expert validators. The procedure used includes 3 stages (1) analysis, (2) design, and (3) evaluation. The results of research and development include in the form of printed books equipped with QR code, interactive multimedia, and edmodo.
First Page
979
Last Page
986
Recommended Citation
Masgumelar, Ndaru Kukuh; Dwiyogo, Wasis Djoko; and Nurrochmah, Siti
(2019)
"Modifikasi Permainan menggunakan Blended Learning Mata Pelajaran Pendidikan Jasmani, Olahraga, dan Kesehatan,"
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan: Vol. 4:
No.
7, Article 20.
DOI: https://doi.org/10.17977/jptpp.v4i7.12645
Available at:
https://citeus.um.ac.id/jptpp/vol4/iss7/20
