Sapto Adi
State University of Malang

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Fun game–based learning improves gross motor skills in early primary school children Ahmad Muttaqin Darussalam; Sugiharto Sugiharto; Sapto Adi
Physical Education and Sports: Studies and Research Vol. 4 No. 3 (2025): Physical Education and Sports: Studies and Research
Publisher : CV Rezki Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56003/pessr.v4i3.613

Abstract

Background: Children who face difficulties in gross motor skill development may withdraw from physical activities, experience low self-esteem, and suffer from social anxiety. Physical education plays a vital role in fostering gross motor development, especially when delivered through enjoyable and engaging activities such as fun games. Objectives: This study aimed to investigate the impact of fun game–based learning on the development of gross motor skills in early primary school children. Methods: The study employed a quasi-experimental design with a non-equivalent control group. A total of 36 second-grade students from SDIT Mutiara Hati in Malang participated in this study. Participants were assigned to one of three groups: a control group, a group-based fun games intervention, and an individual-based fun games intervention. The interventions were implemented three times a week for 30 minutes over a period of seven weeks. Gross motor skills were measured before and after the intervention using the Test of Gross Motor Development–Third Edition (TGMD-3), a reliable and validated instrument. Data were analyzed using homogeneity and normality tests, paired-sample t-tests, one-way ANOVA, and Tukey's HSD post hoc tests, with a significance level set at p < 0.05 (SPSS version 25). Results: Both the individual and group fun game–based learning interventions produced significant improvements in gross motor skills compared with the control group (p < 0.05). Moreover, a significant difference was found between the two intervention types, indicating that the mode of fun game delivery influences outcomes (p < 0.05). Conclusions: Fun game–based learning, whether delivered individually or in groups, effectively enhances gross motor skills among early primary school children. Additionally, individual fun game–based learning demonstrated a significantly greater improvement compared to group-based learning.
The Effectiveness of the Fit Adventure Educational Game on Physical Fitness Content in Relation to Student Learning Outcomes Alif Putra Pradana; Sapto Adi; Imam Hariadi
Athena: Physical Education and Sports Journal Vol. 4 No. 2 (2026): Sports and technology
Publisher : S&Co Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56773/athena.v4i2.135

Abstract

This study aims to analyze the effectiveness of the Fit Adventure game-based learning media on students’ learning outcomes in physical fitness. This study employs a quantitative approach using a pre-experimental design in the form of a one-group pretest–posttest design. The research subjects were 57 students in Grade X A and X B of Phase E at MA Miftahush Shibyan. The instrument used was a physical fitness knowledge test developed based on the Learning Outcomes (CP) for Physical Education (PE) in Phase E. Data were analyzed using descriptive and inferential statistics through normality tests and paired-sample t-tests. The results of the study indicate a significant improvement in student learning outcomes following the use of the Fit Adventure game-based learning media, with a significance level of < 0.05 in both classes. Descriptively, the percentage of student learning outcomes also showed a significant increase from before to after the intervention. Thus, the Fit Adventure game-based learning media is effective for use in Physical Education and Health (PE) instruction, particularly for physical fitness content, as it enhances student engagement and learning outcomes.