Student participation in PJOK learning tends to decline due to monotonous teaching methods. This study aims to increase student participation through the implementation of game-based methods. The research employs Classroom Action Research (CAR) using the Kemmis and McTaggart model, conducted in two cycles at SDN Jagalan 1, Kediri City, with 28 sixth-grade students as the sample. Data were collected through observation, documentation, and questionnaires, then analyzed using the percentage method. The results show that in the first cycle, 66.43% of students responded positively to the applied teaching method, while in the second cycle, this figure significantly increased to 94.31% after implementing game-based innovations. Additionally, three key aspects—motivation for exercise, interest in learning, and enjoyment in games—achieved the maximum percentage (100%). This improvement demonstrates that game-based methods effectively enhance motivation, engagement, and the quality of PJOK learning. Therefore, implementing game-based methods can be an innovative strategy to increase student participation in physical activities.
Copyrights © 2025