Development, feasibility, and effectiveness of an augmented reality-based kicking training model among adolescent Pencak Silat students

Authors

  • Catur Wahyu Priyanto Yogyakarta State University image/svg+xml , Universitas Wahid Hasyim image/svg+xml Autor/a
  • Erwin Setyo Kriswanto Yogyakarta State University image/svg+xml Autor/a
  • Nur Rohmah Muktiani Yogyakarta State University image/svg+xml Autor/a
  • Trisnar Adi Prabowo Universitas Muhammadiyah Brebes Autor/a

DOI:

https://doi.org/10.55040/d7mpg395

Keywords:

pencak silat, training model, technological innovation, augmented reality

Abstract

This study aimed to develop, evaluate the feasibility of, and examine the effectiveness of a projector-based augmented reality (AR) kicking training model for adolescent pencak silat students aged 15–18 years. The study employed a research and development approach followed by an effectiveness evaluation using a pretest-posttest control group design. The development phase involved designing projector-based AR training materials and drill displays for front kicks, crescent kicks, side kicks, and back kicks. The AR system used two projectors: one projector displayed animated kicking technique materials on a wall, while the other projected kicking targets and footwork pathways onto the training mat to guide drill practice. Content validity was assessed by five experts using Aiken’s V, while feasibility testing was conducted by seven qualified coaches using descriptive percentage analysis. The effectiveness test involved 72 students from seven senior high schools. The study outcomes included kicking accuracy, measured using a zoned target board, and kicking frequency, measured using an adapted version of the Frequency Speed of Kick Test (10 seconds). Then, fffectiveness analysis was conducted using MANCOVA. The findings demonstrated that the developed model possessed high content validity (>0.8). Practitioner feasibility testing yielded an overall percentage of 86.31%, indicating that the model was feasible for implementation. The MANCOVA results revealed significant group effects on kicking accuracy (F = 45.231; p < 0.001) and kicking frequency (F = 179.061; p < 0,001). These findings indicate that the projector-based augmented reality kicking training model is valid, feasible, and effective in improving both kicking accuracy and kicking frequency among extracurricular pencak silat students. Future research is recommended to incorporate longer intervention durations and the development of AR-based training systems for other combat sports.

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2026-09-01

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