This study aimed to develop and evaluate the feasibility of game-based physical fitness activity materials focusing on the strength component for junior high school students. The research was motivated by the limited student engagement and the monotonous implementation of physical education (PE) learning at SMP Swasta Widiya Dharma, which often resulted in passive participation during lessons. The study employed a Research and Development (R&D) approach adapted from the Borg and Gall model, using seven stages: research and information collection, planning, initial product development, preliminary field testing, product revision, main field testing, and final product revision. Data were collected through expert validation and student response questionnaires. The participants consisted of 30 seventh-grade students, including 10 students in the small-group trial and 20 students in the large-group trial. Validation results from the preliminary trial indicated acceptance rates of 72% from physical fitness experts, 68% from game-learning experts, and 85% from student responses. Following product revision, the main field trial showed improved results, with scores of 86% from physical fitness experts, 84% from game-learning experts, and 90% from student responses. These results indicate that the developed materials met the criteria for high feasibility and acceptance. The findings demonstrate that game-based physical fitness materials can provide an engaging and effective learning experience while maintaining the objectives of strength development in physical education. Therefore, the developed product is suitable for implementation in junior high school PE programs and may serve as an alternative approach to increasing student participation and motivation in physical fitness activities.
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