Krisdianto, Subekti
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Implementing Circuit-Based Game-Based Learning to Improve Student Engagement in Manipulative Movement Activities for Grade One Robitullah, Bagas; Muharram, Nur Ahmad; Krisdianto, Subekti
PENJAGA : Pendidikan Jasmani dan Olahraga Vol. 7 No. 1 (2026): PENJAGA : Pendidikan Jasmani dan Olahraga ( Articel On Progres )
Publisher : STKIP PGRI Trenggalek

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55933/pjga.v7i1.1347

Abstract

This study aimed to improve student engagement in manipulative movement learning through game-based learning with a circuit format. Classroom action research was conducted with 28 first-grade students in Phase A at SDN Ngampel 3 Kota Kediri. The intervention used “Petualangan Bola”, a four-station game involving kicking targets, kicking through gates, throwing at targets, and throwing into an area. Data were collected through a 24-item engagement questionnaire, process observation, kicking and throwing performance assessment, and documentation. The questionnaire was administered with teacher support by reading and explaining each statement to accommodate first-grade students’ comprehension. Mean engagement increased from 59.18 at baseline to 65.39 in Cycle I and 70.00 in Cycle II. Manipulative movement performance increased from 64.23 to 68.57 and 71.18, while mastery increased from 0.00% to 35.71% and 71.43%. The initial 80% target was not achieved, and the high/very-high engagement categories could not be verified because their cut-off scores were not reported. The findings indicate descriptive improvement within one classroom rather than universal causal effectiveness.