GAME-BASED LEARNING TO IMPROVE GROSS MOTOR SKILLS AND JOYFUL

Authors

  • Rohmad Subagio Author
  • Yayat Ruhiat Author
  • Nani Maryani Author

DOI:

https://doi.org/10.4238/am3vrr97

Keywords:

game-based learning, gross motor skills, joyful learning

Abstract

The development of game-based learning is expected to be an innovative solution to improve the quality of physical fitness instruction. Observations and preliminary research on phase F vocational high school students majoring in physical fitness (MPLB) indicate that there has been no implementation of game-based sports learning or game-based learning. The results for the speed component of physical fitness obtained showed that 17 students (57%) were categorized as very poor, 5 students (17%) were categorized as poor, and 8 students (26%) were categorized as moderate. The majority of the speed component's physical fitness levels were categorized as very poor. The purpose of this research and development was to develop a design and determine the practicality, feasibility, effectiveness, and validity of innovative and applicable game based learning for physical fitness. This study was a Research and Development (R&D) study. The research design used was a one-group pre-test post-test design. Data collection techniques included skills tests, activity observations, questionnaires, and interviews. Several research instruments used included: observation instruments, expert validation instruments, student response instruments, character instruments, joyful learning instruments, and gross motor skills instruments. The data obtained will be tested using instrument validity, instrument reliability, and product practicality. Starting with the revised model process based on expert input, the product was tested at the implementation stage, achieving a practicality rating of 78.30% (Practical), indicating that GBL is easy to use, engaging, and relevant for both students and teachers. The effectiveness test also demonstrated a significant improvement in learning outcomes, indicated by a significance value of 0.000 < 0.05 and an N-Gain value of 75.45% (Very Effective). Student responses (94.67%) and teacher character validation (3.51%) further reinforce the GBL model's practicality and ability to build good character. The joyful learning assessment achieved an average score of 3.60 (very valid). The average increase in running speed was 0.8 seconds. Thus, game-based learning has been proven valid, feasible, practical, and effective, making it suitable for use as a physical fitness learning model to improve gross motor skills and joyful learning.

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Published

2026-07-15

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Section

Articles