Sufyar Mudjianto
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The Impact of Digital-Based Learning on Learning Concentration and Fundamental Motor Skills in Physical Education at The Junior High School Level Nadia Izati Natasya; Asep Sumpena; Sufyar Mudjianto
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol. 14 No. 3 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v14i3.35598

Abstract

This study examines how Digital Based learning (DBL) influences learning concentration and fundamental motorskills (FMS) among Junior High School students in physical education. This study was designed using a one-group pre-experimental model with pre-tests and post-tests, consisting of 46 eighth-grade students at Junior High School 1 Ciparay. The intruments used in study were a fundamental motorskills assessment and a learning concentration test. The results of this single-group pre-experimental (pre-test-post-test) study, involving 46 eighth-grade boys and girls junior high school students, showed different findings between the variables of learning concentration and Fundamental Motor Skills (FMS). Data analysis, including the Wilcoxon Signed-Rank Test, showed that the Digital-Based Learning (DBL) intervention significantly improved students' learning concentration, with a p < 0.001 value and a Z value of –5.8572. The ranking results showed that almost all students (45 out of 46) experienced an increase in their learning concentration3. Conversely, for the FMS variable, the DBL intervention did not show a significant difference between the pre-test and post-test, resulting in a p = 0.240 (> 0.05) and a Z value of –1.1744. This condition is reinforced by the fact that the number of students who experienced a decrease in FMS scores (23 students) was greater than those who experienced an increase (21 students), indicating that the DBL treatment did not have a significant positive effect on basic motor skills. This sugests that DBL can effectively support cognitive learning aspects. However, DBL alone cannot substitute direct physical activity in develoving fundamental motorskills.
The Effect of Augmented Reality (AR) on Students' Motor Educability in Football Learning Aulia Azzahra; Asep Sumpena; Sufyar Mudjianto
Journal of Physical Education Health and Sport Vol. 12 No. 2 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpehs.v12i2.37889

Abstract

Physical education in schools requires strategies that can improve not only motor skills (motor ability) but also motor educability, namely the ability of students to understand, imitate, and adapt to new movements efficiently. However, conventional learning in soccer games is often hampered by limited visualization of techniques and low student motivation. Augmented Reality (AR) technology offers a solution through interactive visualization and real-time feedback that can enrich the sensorimotor processing process. This study aims to analyze the effect of AR-based learning using Active Arcade on improving students’ motor educability compared to conventional learning. The study used a quasi-experimental design with a pretest–posttest control group model on 134 students of Junior High School 14 Bandung (n = 67 experimental; n = 67 control). Motor educability was measured using the Iowa Brace Test (21 items ; validity 0.92; reliability 0.96). The intervention lasted for five learning sessions. Data analysis used normality, homogeneity, paired sample t-test , and ANOVA to test the treatment effect by controlling for pretest scores ( α = 0.05). The results showed that both groups experienced significant improvement between pretest and posttest (p < 0.001). However, the AR group showed a higher and more stable average improvement than the control group. ANOVA test indicated a significant difference in posttest scores after controlling for the pretest (F(1,132) = 4.996, p = 0.027), indicating that AR-based learning resulted in better motor educability than conventional learning. These findings confirm that AR is effective in enhancing visual processing, motor attention, and student engagement, thus optimally enhancing movement learning abilities. Therefore, AR is recommended as an innovative approach in physical education, particularly for materials requiring precise and interactive understanding of movement techniques.