Need Assesment For Development Of Android Based Learning Media In Sport Injuries Prevention And Treatment For Sandboard Guide

Eko Setyo Raharjo1, Widiyanto2
1Master Program in Sport Sciences, Yogyakarta State University, Yogyakarta, Indonesia
2Faculty of Sports Sciences, Yogyakarta State University, Yogyakarta, Indonesia
eko.2017@student.uny.ac.id, widi@uny.ac.id

Keywords	:	Sport injuries, sandboard, android
Abstract	:	Sport injuries are all kinds of injuries that arise, during training, during sport or afterwards. Injuries can occur in many sport, no exception in sport tourism like sandboard. It is very important for sandboard guide to have knowledge of sport injuries prevention and treatment. The aim of this study is to describe the needs of Development of Android Based Learning Media in Sport Injuries Prevention and Treatment for Sandboard Guide. The subject in this study is 25 sandboard guide. The data were analyzed using descriptive percentage. The results showed that 100% of the sandboard guides need an android based learning media for sport injuries prevention and treatment.

1	INTRODUCTION
Sport Injuries are all kinds of injuries that arise, during training, during sport or afterwards (Widhiyanti, 2018). Injuries cannot be totally prevented, but the risk of injuries occurring can certainly be reduced (Joyce & Lewindon, 2016). Injuries can occur on many type of sport, one of them is sport tourism.
Sandboarding is one of the sports tourism in Yogyakarta. Sandboarding is very unique, because there are few place people can play sandboard in the world, one of them is in Indonesia, especially in Yogyakarta Region.
Sandboarding is a board sport similar to snowboarding. It is a recreational activity that take place on sand dunes rather than snow covered mountains. The boardsport has adherents throughout the world, most prevalently in desert areas or coastal areas with beach dunes (Saayman, 2012). People usually acompay by sandboard guide when they play sandboarding in Yogyakarta.
Sandboarding is categorized as extreme sport. The definition of extreme sport inhabits any sports featuring high speed, height, real or perceived danger, a high level of physical exertion and highly specialized gear or spectacular stunts and involves element of increased risk (Wood, 2019). Participant in extreme sport is associated with risk of injury or even death, and therefore, the extreme athlete amateur or professional, and the medical personnel treating these athletes must consider the risk of injury and measures for injury prevention (Lior Laver, et al, 2017).  For that reason, the guides who accompany sandboard player must have sport injury prevention and treatment knowledge to minimalize the injury risk and give their best treatment to the player which injuried by the sandboard game.
The growth of the technology is very fast nowadays. One of the few technology that have growth very fast is smartphone with the android operating system, this technology affect every aspect of human life, no exception in the world of education. Smarthphone with android operating system can be used as learning media. The development of android-based mobile learning as the learning media can serve as one of the solutions to cope with the learning problems, both in terms of time limitations, media & broadcasting, and learning methods (Musahrain, 2016).
2	METHOD
The subject used in this research were the sandboard guides in Yogyakarta. The subject consisted of 25 guides. A combination of direct observation and quistionnare techniques were use to obtain data. Data in this study were analyzed each of the point then presenting the result in percentage. After that, the results were described to generate conclusion.
3	FINDING AND DISCUSSION

Table 1:  Questionnaire Result
	Guide knows about sport injuries prevention and treatment	
	Yes	No	
Number	5	20	
Precentage	20%	80%	
	Availability of sport injuries prevention and treatment android based learning media for sandboard guide	
	Yes	No	
Number	0	25	
Precentage	0%	100%	
	Guide use android device	
	Yes	No	
Number	25	0	
Precentage	100%	0%	
	Need of android based learning media for sport injuries prevention and treatment	
	Yes	No	
Number	25	0	
Precentage	100%	0%	

Table 1 shows that 20% guides knows about sport injurie prevention and treatment, the rest 80% still know nothing about it. From the data, we know that there is no availability of sport injuries prevention and treatment android based learning media for sandboard guide and 100% of the sandboarding guides using android based smartphone as their device. As many as 100% guides require android based learning media for sport injuries prevention and treatment.
4	CONCLUSION
This study describes the need of android based learning media on sport injuries prevention and treatment to facilitate the learning process. Such need arises from the unavaibility of the android based learning media on sport injuries prevention and treatment nowadays. Android based learning media on sport injuries prevention and treatment are expected to help sandboarding guides optimize their learning procest in sport injuries prevention and treatment so they can minimize the risk of the injury from palying sandboard and give maximum help for sandboard player which get injury.
AKNOWLEDGMENT
The authors would like to thank all sandboard guides who contributed to this research, the lectures and fellow students of sports science, Yogyakarta State University, for guidance and support.
REFERENCES
Komang Ayu Tri Widhiyanti. 2018. Cedera Olahraga, Pencegahan & Perawatan. Yogyakarta: Pustaka Panasea.
Joyce & D. Lewindon. Sports Injury Prevention and Rehabilitation. 2016. 11.
Saayman. An Introduction to Sports Tourism and Event Management. Institute for Tourism and Leisure Studies. 2012, 329.
Lior Laver, Ioannis P. Pengas, Omer Mei-Dan. Injuries in extreme sports. Available from : https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5395874/
Robert Wood, "Adventure & Extreme Sports Home." Topend Sports Website, 2008, https://www.topendsports.com/sport/adventure/, Accessed 9/7/2019
Musahrain. Developing Android-Based Mobile Learning as a Media in Teaching English. 2016