Indonesian Journal of Research and Educational Review (IJRER)
Vol. 5 No. 4 (2026): June - September

Passing and Ball Control Skills through Small-Sided Games in Futsal Learning at Elementary School Students

Ahmad Mubarak (Department of Physical Education and Sport, Universitas Negeri Makassar, Indonesia)
Hikmad Hakim (Department of Physical Education and Sport, Universitas Negeri Makassar, Indonesia)
Rachmat Kasmad (Department of Physical Education and Sport, Universitas Negeri Makassar, Indonesia)



Article Info

Publish Date
23 Jul 2026

Abstract

This study aimed to examine the effectiveness of the Small-Sided Games (SSG) method in improving sixth-grade elementary school students' passing and ball control skills in futsal, together with its contribution to cognitive and affective learning outcomes. A two-cycle Classroom Action Research (CAR) design following the Kemmis and Taggart model was employed, comprising planning, action, observation, and reflection stages. Cycle I engaged students in homogeneous (male-only) groups, whereas Cycle II involved heterogeneous (male and female) groups with increased training variety and intensity. Learning outcomes were measured through cognitive tests (multiple-choice and short-answer items), direct psychomotor performance assessment of passing and ball control, and structured affective observation. Data were analyzed descriptively by comparing mean scores across the pre-cycle, Cycle I, and Cycle II stages against a success criterion of ≥80. Mean scores increased consistently across cycles. Cognitive scores rose from 62.58 (pre-cycle) to 77.58 (Cycle I) and 87.58 (Cycle II); passing scores from 43.10 to 67.24 and 92.24; ball-control scores from 44.82 to 68.96 and 93.96; and affective scores from 46.55 to 63.79 and 87.06. All indicators exceeded the success threshold by Cycle II, with the largest gains observed in the psychomotor domain. The Small-Sided Games method effectively enhanced students' passing and ball control skills as well as their cognitive and affective learning outcomes by creating a more active, enjoyable, and game-contextual learning environment.

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