The Ardilla Learning Model: A Synergistic Integration of Interactive Multimedia Animation and Biomechanical Analysis for Enhancing Motor Competence in University-Level Pencak Silat

Autores

  • Iwan Saputra Universitas Negeri Medan
  • Sahat Siagian Universitas Negeri Medan
  • Imran Akhmad Universitas Negeri Medan

DOI:

https://doi.org/10.47197/retos.v82.119386

Palavras-chave:

Ardilla Learning, Interactive, Multimedia Animation, biomechanical, Pencak Silat

Resumo

Introduction: Pencak silat in higher education is still limited to conventional methods without integrated movement analysis, limiting competency-based learning, despite the integration of sports science and educational technology.

Objective: The Ardilla Learning Model, a new paradigm with seven phases that methodically combines interactive multimedia animation with biomechanical analysis for prospective physical education teachers, was created and empirically validated in this study.

Methodology: The model underwent practicality testing with teachers and students, expert validation including material, media, and biomechanical experts, and a six-week quasi-experimental pre-post trial with 20 participants using Kinovea movement analysis and a rubric using Borg and Gall's ten-step R&D methodology.

Results: Expert validation demonstrated greater than 90% feasibility. Practicality scores from students and teachers were 89.96% and 86.00%, respectively. Technical skills improved statistically significantly and with a substantial effect size in the quasi-experimental trial (t = 15.18, p < 0.05, d = 0.76).

Discussion: These findings suggest that the integration of multimedia distribution and biomechanical analysis within an operational education framework results in improved motor learning, considering the components separately.

Conclusion: The Ardilla model provides a scalable framework for technology-enhanced physical education. This finding is theoretically sound and empirically supported, transforming pencak silat from repetitive practice to evidence-based self-control.

Referências

Angga, P. D., Hariyanto, E., & Tomi, A. (2020). Pengembangan bahan ajar multimedia interaktif pencak silat berbasis CourseLab 2.4. Jurnal Pendidikan Jasmani Indonesia, 16(1), 9–17. https://doi.org/10.21831/jpji.v16i1.29285

Bashori, K. (2018). Pendidikan politik di era disrupsi. Sukma: Jurnal Pendidikan, 2(2), 287–310. https://doi.org/10.32533/02207.2018

Borg, W. R., & Gall, M. D. (1989). Educational research: An introduction (6th ed.). Longman.

Carzoli, J. P., Sousa, C. A., Helms, E. R., & Zourdos, M. C. (2022). Agreement between Kinovea video analysis and the Open Barbell System for resistance training movement outcomes. Journal of Human Kinetics, 81(1), 27–39. https://doi.org/10.2478/hukin-2022-0003

Di Bona, R., Catelani, D., Ottaviano, E., Gentile, D., & Testa, G. (2024). MB and Non-Linear FEM Co-Simulation Techniques for the Biomechanics of the Human Body with Hip Prosthesis. https://doi.org/10.21203/rs.3.rs-4821460/v1

Elfarabi. (2017). Buku ajar pencak silat. [Publisher as cited in dissertation].

Erolin, C. (2019). Interactive 3D digital models for anatomy and medical education. Advances in Experimental Medicine and Biology, 1138, 1–16. https://doi.org/10.1007/978-3-030-14227-8_1

Ge, S., & Lai, X. (2021). Strategies for Information Design and Processing of Multimedia Instructional Software —Based on Richard E. Mayer’s Multimedia Instructional Design Principles. Journal on Educational Technology, 10(1), 40–46. https://doi.org/10.20448/2003.101.40.46

Ghanbarzadeh, R., & Ghapanchi, A. H. (2016). Investigating various application areas of three-dimensional virtual worlds for higher education. British Journal of Educational Technology, 49(3), 370–384. https://doi.org/10.1111/bjet.12538

Hadjarati, H., Ihsan, F., & Mokoagow, A. (2025). Development of a traditional Langga martial arts-based Physical Education learning model to improve basic movement skills in upper-class elementary school students. Retos: Nuevas Tendencias En Educación Física, Deportes y Recreación, 70, 1064–1078. https://doi.org/10.47197/retos.v70.117109

Jihan, M., Aziz, N., Sulaiman, S., & Mukarromah, S. B. (2022). Development of Android-based Go Swim Education learning media on material basic swimming techniques for junior high school students. Journal of Physical Education and Sports, 11(3), 373–379.

Kartini, Sugiyanto, & Siswandari. (2018). Development of training model of pencak silat dropping technique in match category based on biomechanical analysis for youth athletes. Journal of Education, Health and Sport, 8(12), 135–148.

Kurniawan, A. W. (2018). Pengembangan media audio-visual pencak silat seni dengan musik. Gelanggang Pendidikan Jasmani Indonesia, 2(1), 10. https://doi.org/10.17977/um040v2i1p10-17

Kurniawati. (2018). Multimedia interaktif dalam pembelajaran. [Source as cited in dissertation].

Kye, B., Han, N., Kim, E., Park, Y., & Jo, S. (2021). Educational applications of metaverse: Possibilities and limitations. Journal of Educational Evaluation for Health Professions, 18, 1–13. https://doi.org/10.3352/jeehp.2021.18.32

Lau, R. W. H., Yen, N. Y., Li, F., & Wah, B. (2014). Recent development in multimedia e-learning technologies. World Wide Web, 17(2), 189–198. https://doi.org/10.1007/s11280-013-0206-8

Lubis, J., Haqiyah, A., Kusumawati, M., Irawan, A. A., Hanief, Y. N., & Riyadi, D. N. (2022). Do problem-based learning and flipped classroom models integrated with Android applications based on biomechanical analysis enhance the learning outcomes of Pencak Silat? Journal of Physical Education and Sport, 22(12), 3016–3022. https://doi.org/10.7752/jpes.2022.12381

Mahardhika, N. A., Kriswanto, E. S., & Muktiani, N. R. (2026). Innovating martial arts pedagogy: the effect of problem-based learning on cognitive, motivational, and skill development in Pencak Silat. https://doi.org/10.47197/retos.v75.117397

Marwan, I. (2018). Pengembangan model pembelajaran seni gerak pencak silat berbasis aplikasi Android. Jurnal Pendidikan Jasmani Dan Olahraga, 3(2), 153–160. https://doi.org/10.17509/jpjo.v3i2.12453

Monterrosa Quintero, A., Montenegro Arjona, O. A., & Poblete Valderrama, F. (2025). The impact of biomechanical analysis on sports performance of taekwondo athletes: a scoping review. Retos, 68, 991–1000. https://doi.org/10.47197/retos.v68.113185

Moradi, M., Noor, N. F. B. M., & Abdullah, R. B. H. (2022). The effects of problem-based serious games on learning 3D computer graphics. Iranian Journal of Science and Technology – Transactions of Electrical Engineering, 46(4), 989–1004. https://doi.org/10.1007/s40998-022-00526-0

Pezzulo, G., Vosgerau, G., Frith, U., Hamilton, A. F. de C., Heyes, C., Iriki, A., Jörntell, H., König, P., Nagel, S. K., Oudeyer, P.-Y., Rupert, R. D., & Tramacere, A. (2016). Acting up: An approach to the study of cognitive development. 18. https://hal.inria.fr/hal-01404503

Reisoğlu, I., Topu, B., Yılmaz, R., Karakuş Yılmaz, T., & Göktaş, Y. (2017). 3D virtual learning environments in education: A meta-review. Asia Pacific Education Review, 18(1), 81–100. https://doi.org/10.1007/s12564-016-9467-0

Richards, D., & Taylor, M. (2015). A comparison of learning gains when using a 2D simulation tool versus a 3D virtual world: An experiment to find the right representation involving the Marginal Value Theorem. Computers & Education, 86, 157–171. https://doi.org/10.1016/j.compedu.2015.03.009

Sasmitha, W. (2022). Desain video pembelajaran blended learning mata kuliah. Jurnal Patriot, 4(2), 170–181. https://doi.org/10.24036/patriot.v4i2.842

Septri, S. N. (2018). Pengembangan model pembelajaran teknik dasar pencak silat berbasis multimedia di Fakultas Ilmu Keolahragaan Universitas Negeri Padang. Jurnal Stamina, 1(1), 346–358.

Subardi, M. B., Sulaiman, S., Setyawati, H., & Syaifullah, R. (2021). Development model learning to train pencak silat tapak suci. Journal of Physical Education and Sports, 10(3), 243–249. https://journal.unnes.ac.id/sju/index.php/jpes/article/view/48511

Triprayogo, R., Sutapa, P., Festiawan, R., Anugrah, S. M., & Iwandana, D. T. (2020). Pengembangan media pembelajaran jurus tunggal pencak silat berbasis Android. Gelanggang Pendidikan Jasmani Indonesia, 4(2), 1–8. https://doi.org/10.17977/um040v4i2p1-8

Wang, Y. P. Q. W. C. Z. M. W. Y. (2022). Analysis of computer vision applied in martial arts. Proceedings of the 2nd International Conference on Consumer Electronics and Computer Engineering (ICCECE), 191–196.

Yu, J.-E. (2022). Exploration of educational possibilities by four metaverse types in physical education. Technologies, 10(5), 104. https://doi.org/10.3390/technologies10050104

Downloads

Publicado

08-07-2026

Edição

Secção

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

Como Citar

Saputra, I., Siagian, S., & Akhmad, I. (2026). The Ardilla Learning Model: A Synergistic Integration of Interactive Multimedia Animation and Biomechanical Analysis for Enhancing Motor Competence in University-Level Pencak Silat. Retos, 82, 601-613. https://doi.org/10.47197/retos.v82.119386