This study was motivated by the suboptimal gross motor skills of early childhood students observed at Aisyiyah Karangan Tinggi Kindergarten resulting from a lack of structured movement stimulation and high exposure to digital devices. The study aimed to determine the effect of the "Jejak Siaga" game on the gross motor skills of children aged 5–6 years. A quantitative approach was employed using a pre-experimental, one-group pretest-posttest design. The subjects consisted of 18 children aged 5–6 years. Data were collected through structured observation and documentation, with evaluation indicators covering balance, agility, single- or double-leg jumping, and movement coordination. Data analysis utilized descriptive statistics and a paired-sample t-test. The results showed a significant improvement in the children's gross motor skills following four intervention sessions. In the pretest, 61.11% of the children fell into the "Starting to Develop" (MB) category, while 38.89% were in the "Developing as Expected" (BSH) category. Following the intervention, posttest results showed 0% in the MB category, 66.67% in the BSH category, and 33.33% achieving the "Developing Very Well" (BSB) category. Hypothesis testing yielded a significance value of p = 0.000 (p < 0.05) with a calculated t-value of -12.310, confirming a statistically significant difference. In conclusion, the "Jejak Siaga" game has a significant effect on improving the gross motor skills of children aged 5–6 years at Aisyiyah Karangan Tinggi Kindergarten.
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