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  • Open Access

    Fun game–based learning improves gross motor skills in early primary school children

    Ahmad Muttaqin Darussalam1, Sugiharto Sugiharto2, Sapto Adi3
    1. State University of Malang , ID
    2. State University of Malang , ID
    3. State University of Malang , ID
    2025-11-23
    doi https://doi.org/10.56003/pessr.v4i3.613
    Creative Commons Attribution-ShareAlike License OPEN ACCESS
    Published Online: 23 November 2025
    |
    page 236-249
    Abstract

    Background: Children who face difficulties in gross motor skill development may withdraw from physical activities, experience low self-esteem, and suffer from social anxiety. Physical education plays a vital role in fostering gross motor development, especially when delivered through enjoyable and engaging activities such as fun games.

    Objectives: This study aimed to investigate the impact of fun game–based learning on the development of gross motor skills in early primary school children.

    Methods: The study employed a quasi-experimental design with a non-equivalent control group. A total of 36 second-grade students from SDIT Mutiara Hati in Malang participated in this study. Participants were assigned to one of three groups: a control group, a group-based fun games intervention, and an individual-based fun games intervention. The interventions were implemented three times a week for 30 minutes over a period of seven weeks. Gross motor skills were measured before and after the intervention using the Test of Gross Motor Development–Third Edition (TGMD-3), a reliable and validated instrument. Data were analyzed using homogeneity and normality tests, paired-sample t-tests, one-way ANOVA, and Tukey's HSD post hoc tests, with a significance level set at p < 0.05 (SPSS version 25).

    Results: Both the individual and group fun game–based learning interventions produced significant improvements in gross motor skills compared with the control group (p < 0.05). Moreover, a significant difference was found between the two intervention types, indicating that the mode of fun game delivery influences outcomes (p < 0.05).

    Conclusions: Fun game–based learning, whether delivered individually or in groups, effectively enhances gross motor skills among early primary school children. Additionally, individual fun game–based learning demonstrated a significantly greater improvement compared to group-based learning.
    APA Citation Style
    Darussalam, A. M. , Sugiharto, S. , & Adi, S. (2025). Fun game–based learning improves gross motor skills in early primary school children. Physical Education and Sports: Studies and Research, 236-249. https://doi.org/10.56003/pessr.v4i3.613
  • Open Access

    Development and validation of a table tennis serve skill assessment instrument for junior high school students: A psychometric approach

    Muhammad Aliffajaruddin Alfani1, M. E. Winarno2, Siti Nurrochmah3
    1. State University of Malang , ID
    2. State University of Malang , ID
    3. State University of Malang , ID
    2025-07-01
    doi https://doi.org/10.56003/pessr.v4i2.525
    Creative Commons Attribution-ShareAlike License OPEN ACCESS
    Published Online: 01 July 2025
    |
    page 95-102
    Abstract

    Background: The highest assessment weight in physical education lessons lies in psychomotor skills. In order to find out how far the competencies possessed by students, a clear and comprehensive assessment tool or instrument is needed.

    Objectives: The research aims to develop a test instrument for forehand and backhand service skills in table tennis small ball games.

    Methods: The development of this instrument uses a research and development scheme, with predetermined steps (1) determining objectives, (2) analyzing literature, (3) developing specifications, (4) administering, (5) conducting tests, (6) analyzing data validity, reliability, and objectivity. The cluster sampling procedure was conducted on students aged 13-15 who met the inclusion criteria, involving junior high school students (n=80), consisting of 41 female students and 39 male students. Data were analyzed using IBM SPSS Statistics version 11.0. The basis for decision-making is the Pearson correlation test. The analysis technique in the reliability test uses a test and retest external estimation approach.

    Results: The forehand serve variable has a calculated r-value of 0.456> r-table 0.312, and the backhand serve variable obtained a calculated R-value of 0.352> r-table 0.312, so the table tennis skill instrument on that variable was declared valid. At the same time, the reliability test shows a value above 0.70; the instrument that has been prepared can be declared reliable.

    Conclusions: The assessment instrument for forehand and backhand serve skills in table tennis games for junior high school students has met the validity and reliability criteria. This shows that the instrument is suitable for teachers as an objective and consistent measuring tool in evaluating basic table tennis skills in students. Recommendations for future studies are encouraged to expand the sample size and integrate digital features to enhance the scalability and objectivity of the assessment.

    APA Citation Style
    Alfani, M. A. , Winarno, M. E. , & Nurrochmah, S. (2025). Development and validation of a table tennis serve skill assessment instrument for junior high school students: A psychometric approach. Physical Education and Sports: Studies and Research, 95-102. https://doi.org/10.56003/pessr.v4i2.525
  • Open Access

    Enhancing locomotor skills in preschoolers through play jump rope

    Nancy Trisari Schiff1, Andy Supriady2
    1. Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) Pasundan , ID
    2. Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) Pasundan , ID
    2026-04-14
    doi https://doi.org/10.56003/pessr.v5i1.652
    Creative Commons Attribution-ShareAlike License OPEN ACCESS
    Published Online: 14 April 2026
    |
    page 135-146
    Abstract

    Background: Fundamental Motor Skills (FMS), particularly in the Locomotor Skills domain, are an essential prerequisite for lifelong physical participation. However, the dominance of a sedentary lifestyle threatens young children's mastery of these skills.

    Objectives: This study aims to test and prove the effectiveness of the jump rope play intervention program in improving locomotor skills in 5–6-year-old children.

    Methods: This research uses a quasi-experimental one-group pretest-posttest design. The sample consisted of 19 males and 11 females, for a total of 30 children. Locomotor skills are measured objectively using the Locomotor subtest of the Test of Gross Motor Development-2 (TGMD-2). The Jump Rope Game intervention was implemented in a structured manner over 8 weeks (3 sessions/week). The data were analyzed using the Paired-Samples T-Test.

    Results: The research results show a highly significant improvement in locomotor skills scores after the intervention. The average score increased from 23.30 on the pretest to 27.87 on the posttest, reflecting a 19.61% increase. The paired-samples t-test yielded a p-value of 0.000 (p<0.05), confirming that the difference between the two measurements was statistically significant.

    Conclusions: Jump rope games have proven to be an effective, efficient, and enjoyable intervention for significantly improving young children's locomotor skills. This research recommends integrating inexpensive, easily accessible play-based activities into the early childhood education curriculum as a practical strategy to support physical literacy and address basic movement deficits.

    APA Citation Style
    Schiff, N. T. , & Supriady, A. (2026). Enhancing locomotor skills in preschoolers through play jump rope. Physical Education and Sports: Studies and Research, 135-146. https://doi.org/10.56003/pessr.v5i1.652
  • Open Access

    Improving physical self-perception and health-related fitness through gamification in physical education: A cluster randomized controlled trial

    Ferdinando Cereda1
    1. The Catholic University of the Sacred Heart in Milan , IT
    2026-03-08
    doi https://doi.org/10.56003/pessr.v5i1.677
    Creative Commons Attribution-ShareAlike License OPEN ACCESS
    Published Online: 08 March 2026
    |
    page 7-27
    Abstract

    Background: The global decline in adolescent physical activity necessitates pedagogical innovation to counter disengagement. Traditional norm-referenced physical education (PE) often alienates less skilled students, whereas gamification offers a promising criterion-referenced strategy to enhance motivation and learning.

    Objectives: This study investigated the efficacy of a 12-week gamified didactic intervention on perceived physical self-concept, health-related fitness, and physical activity enjoyment among high school students.

    Methods: A two-arm, parallel-group, cluster randomized controlled trial (Cluster-RCT) was conducted with 210 Italian adolescents (mean age 15.4 ± 0.9 years) nested within 10 intact classes (average cluster size = 21). Intact classes were randomised to an experimental group (gamified ‘MoveQuest’ module, k = 5) or a control group (traditional direct instruction, k = 5). Data were collected using the Revised Physical Self-Perception Profile (PSPP-R-IT), the ALPHA-FIT test battery, and the Physical Activity Enjoyment Scale (PACES). Following a per-protocol analytical approach, Linear mixed models (LMMs) were employed to analyse the data, accounting for the nested structure of the educational setting and handling cluster-level variance intraclass correlation coefficients (ICCs). Significance levels were interpreted considering the multiplicity of outcomes.

    Results: Significant group × time interactions were observed, with the gamified group demonstrating superior improvements in sports competence (d = 0.65), physical self-worth (d = 0.58), and enjoyment (d = 0.82) compared to the control group. Physiologically, the experimental group showed significantly greater gains in cardiorespiratory fitness (V̇O₂ max) and agility, while body attractiveness remained stable in both groups.

    Conclusions: Gamified didactics significantly enhance psychological engagement and specific motor performance parameters by prioritising individual progress over social comparison. This approach represents a valuable pedagogical tool for fostering physical literacy in secondary PE.
    APA Citation Style
    Cereda, F. (2026). Improving physical self-perception and health-related fitness through gamification in physical education: A cluster randomized controlled trial. Physical Education and Sports: Studies and Research, 7-27. https://doi.org/10.56003/pessr.v5i1.677
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