This study was motivated by the fact that Physical Education (PJOK) instruction specifically in the area of agility as a component of physical fitness at SMP Negeri 2 Malang remains monotonous, teacher-centered, and fails to utilize innovative digital media, resulting in low student engagement and understanding. The purpose of this study was to develop a variety of educational game models based on deep learning through a circuit training approach, presented in a flipbook format, for seventh-grade students at SMP Negeri 2 Malang. The method used was Research and Development (R&D) based on the ADDIE model. The research subjects consisted of one media expert, one content expert, and 31 seventh-grade students. Data were collected using a Likert-scale questionnaire. Validation results showed that the flipbook product received a 98% rating from the media expert and a 99% rating from the content expert; both ratings were categorized as “highly valid” and suitable for use without revision. The product also received a very positive response from 96.8% of the students. Thus, this product is suitable for use as a Physical Education (PJOK) learning medium for the agility component of physical fitness for seventh-grade students at SMP Negeri 2 Malang.
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