High school athletics instruction, especially for the triple jump, is often seen as dull and repetitive because it usually focuses only on technique. Student motivation and participation levels can be negatively affected by this condition.. This study examined whether a game-based learning model for the triple jump could boost students' motivation at SMAN 1 Purwoasri. This study used a quantitative quasi-experimental approach, with 65 eleventh-grade students selected using the cluster random sampling technique. Researchers collected data with a reliable and valid Likert-scale questionnaire on learning motivation. The analytical procedure comprised descriptive data analysis, evaluation of normality and homogeneity assumptions, and hypothesis testing through an independent-samples t-test based on the N-Gain scores. The findings indicated that the improvement in learning motivation differed significantly Significant differences (p < 0.05) were observed between the experimental and control groups.Students who learned through the game-based model showed greater improvement and became more active and enthusiastic. Overall, the findings offer evidence that the implementation of a game-based triple jump learning model represents an effective strategy for strengthening learning motivation among high school students.
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