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Integrating technology in physical education: The impact of TPACK-based tactical and technical approaches on football skills and student motivation
Defri Mulyana1, Adang Suherman2, Komarudin Komarudin3, Bambang Abduljabar4, Fegie Rizkia Mulyana51. Indonesia University of Education , ID2. Indonesia University of Education , ID3. Indonesia University of Education , ID4. Indonesia University of Education , ID5. Siliwangi University , ID2025-05-14|page 71-82AbstractBackground: Motivation and skill development are vital in physical education, particularly football. Tactical learning emphasizes decision-making and game understanding, while technical learning focuses on mastering fundamental skills.
Objectives: This study aimed to analyze the impact of a TPACK-based tactical and technical learning approach on student motivation and football skill acquisition among high school students in Tasikmalaya.
Methods: The study applied the TPACK framework—integrating Technological, Pedagogical, and Content Knowledge—in designing the learning model. Using an experimental method with a pre-test–post-test design, 30 students were divided into two groups. Motivation was assessed via a Likert-scale questionnaire, while football skills (passing, heading, dribbling, shooting, and playing ability) were evaluated through standardized tests. Data were analyzed using paired and independent t-tests with a significance level of p < 0.05.
Results: The technical approach significantly enhanced basic football skills, notably heading (t = 8.47) and shooting (t = 8.29), proving its effectiveness in improving fundamental competencies. Conversely, the tactical approach showed a notable increase in student motivation (t = 4.98) and playing ability (t = 5.94), reflecting its strength in fostering strategic understanding and engagement. TPACK integration further reinforced both approaches through effective use of technology.
Conclusions: The study highlights the importance of combining tactical and technical approaches to promote holistic student development. Continued research is needed to explore the long-term effects and potential of integrating diverse technological tools in physical education.
APA Citation StyleMulyana, D. , Suherman, A. , Komarudin, K. , Abduljabar, B. , & Mulyana, F. R. (2025). Integrating technology in physical education: The impact of TPACK-based tactical and technical approaches on football skills and student motivation. Physical Education and Sports: Studies and Research, 71-82. https://doi.org/10.56003/pessr.v4i1.523 -
Global trends of gamification in enhancing students’ social skills in physical education (2015–2025)
Rajip Mustafillah Rusdiyanto1, Ari Wibowo Kurniawan21. State University of Malang , ID2. State University of Malang , ID2025-07-01|page 125-138AbstractBackground: The development of digital technology has triggered a more interactive learning transformation through gamification, namely using game elements to increase students' motivation, engagement, and social skills, such as cooperation, communication, empathy, and problem solving.
Objectives: This study aims to analyze global research trends on gamification in enhancing students' social skills, particularly in physical education, through a bibliometric analysis from 2015 to 2025.
Methods: This study employed a bibliometric design. Data were retrived from the Scopus database on April 22, 2025, using specific keywords: (gamification OR gamified learning OR game-base-based learning) AND ("physical education" OR "PE class" OR "sport education") AND (social skills" OR "social competence" OR "social interaction") AND (elementary school" OR "primary school" OR "midle school" OR "junior high school" OR "high school" OR "secondary school" From an initial 120 documents, 47 met the inclusion criteria. VOSViewer was used to analyze keyword co-occurrence, visualize trends, and identify thematic clusters by completely counting on all keywords with at least two documents per author.
Results: 47 relevant articles were identified, with publication peaking in 2020. Keyword analysis revealed five main thematic clusters: gamification in education, digital game-based learning, collaborative learning, emerging technologies, and motivation. The most frequent keywords were game-based learning (n=12), gamification (n=9), and students (n=8). The University of Patras emerged as the most productive institution, while the leading journal was the International Journal of Learning, Teaching and Educational Research.
Conclusions: Although research on gamification has grown significantly, its application in physical education remains underexplored. This study reveals a gap in leveraging gamification to develop students' social skills in physical education. Future research should focus on integrating gamification in this context while considering sociocultural and technological factors to ensure inclusive and effective implementation.
APA Citation StyleRusdiyanto, R. M. , & Kurniawan, A. W. (2025). Global trends of gamification in enhancing students’ social skills in physical education (2015–2025). Physical Education and Sports: Studies and Research, 125-138. https://doi.org/10.56003/pessr.v4i2.598 -
The effect of game-based learning variations on elementary school students’ straddle jump gymnastics skills
Fadhilah Nurwahid1, Rizal Ahmad Fauzi2, Adang Sudrazat31. Indonesian University of Education , ID2. Indonesian University of Education , ID3. Indonesian University of Education , ID2026-04-01|page 57-67AbstractBackground: Physical education in primary schools is essential for the development of students' motor skills, including gymnastic abilities such as the straddle leap. In fact, numerous students continue to struggle to execute these movements accurately because of repetitive teaching approaches that fail to engage them actively. Consequently, a more stimulating and diverse educational methodology, including game-based activities, is required.
Objectives: This study examines the impact of fluctuations in game-based learning on the enhancement of straddle jump gymnastics skills among primary school students.
Methods: This research employed a quantitative methodology using a pre-experimental framework, namely the One-Group Pretest–Posttest Design. The study population comprised all 40 fourth-grade students at Citungku Elementary School, who were sampled using a total sampling technique. Data were gathered via a practical examination of straddle jump movement proficiency, adhering to the Australian Gymnastic Federation's evaluation criteria, which encompass four components: the initiation, propulsion, suspended posture, and landing. The intervention lasted four weeks and included eight sessions featuring activities such as frog leaps, mirror jumps, rope jumping, and hopscotch, all aimed at training the elements of the straddle jump. The Shapiro-Wilk normality test and paired-samples t-test were conducted in SPSS version 27 for data analysis.
Results: The study found an improvement in students' capabilities following the implementation of game-based learning modifications. The mean pretest score of 58.00 rose to 74.76 in the posttest. The paired-samples t-test yielded a t value of -9.894 and a p-value of 0.001 (< 0.05), indicating a significant difference between pre- and post-treatment outcomes. This demonstrates that the executed game activities facilitated improvements in students' motor coordination, push-off strength, body control during floating, and landing methods during the straddle jump movement.
Conclusions: Variations of game-based learning, including frog jumping, mirror jumping, rope jumping, and hopscotch, have demonstrated efficacy in enhancing straddle jumping gymnastics skills among elementary school students while fostering a more dynamic and pleasurable physical learning experience.
APA Citation StyleNurwahid, F. , Fauzi, R. A. , & Sudrazat, A. (2026). The effect of game-based learning variations on elementary school students’ straddle jump gymnastics skills. Physical Education and Sports: Studies and Research, 57-67. https://doi.org/10.56003/pessr.v5i1.705 -
Fun game–based learning improves gross motor skills in early primary school children
Ahmad Muttaqin Darussalam1, Sugiharto Sugiharto2, Sapto Adi31. State University of Malang , ID2. State University of Malang , ID3. State University of Malang , ID2025-11-23|page 236-249AbstractBackground: 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 StyleDarussalam, 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 -
Game-based approaches in higher education physical education: A systematic review
Arief Abdul Malik1, Adang Suherman2, Sucipto Sucipto3, Tite Juliantine4, Fegie Rizkia Mulyana51. Indonesia University of Education , ID2. Indonesia University of Education , ID3. Indonesia University of Education , ID4. Indonesia University of Education , ID5. Siliwangi University , ID2026-11-06|page 290-309AbstractBackground: Game-based approaches are increasingly used to develop tactical understanding and game performance in physical education. However, evidence regarding their implementation and effectiveness in higher education remains limited compared with K–12 settings.
Objective: This systematic review examined research trends, learning outcome domains, assessment instruments, and reported effects of the Tactical Games Model (TGM), Teaching Games for Understanding (TGfU), and related hybrid models among university students.
Methods: This systematic review followed the PRISMA 2020 reporting guidelines. Scopus was searched for experimental or intervention-based studies published between January 2021 and August 16, 2026, involving university students enrolled in physical education or sport-related programs. Of 205 records identified, six studies involving 507 participants met the eligibility criteria. Findings were synthesized narratively.
Results: The included studies primarily focused on team sports and assessed cognitive, psychomotor, affective, and psychological outcomes. The Game Performance Assessment Instrument (GPAI) was among the assessment tools used. The studies generally reported favorable outcomes in tactical performance, game understanding, motivation, engagement, and selected psychological measures. However, heterogeneity in interventions and assessment methods limited comparisons across studies. Evidence was insufficient to establish whether hybrid models consistently outperformed single-model approaches.
Conclusion: Game-based approaches may support multidimensional learning outcomes in higher education physical education. Nevertheless, the evidence remains limited to six heterogeneous studies identified through a single database. Broader literature searches and rigorous comparative studies using validated assessment instruments are needed to strengthen the evidence regarding their effectiveness.APA Citation StyleMalik, A. A. , Suherman, A. , Sucipto, S. , Juliantine, T. , & Rizkia Mulyana, F. (2026). Game-based approaches in higher education physical education: A systematic review. Physical Education and Sports: Studies and Research, 290-309. https://doi.org/10.56003/786 -
Enhancing locomotor skills in preschoolers through play jump rope
Nancy Trisari Schiff1, Andy Supriady21. Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) Pasundan , ID2. Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) Pasundan , ID2026-04-14|page 135-146AbstractBackground: 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 StyleSchiff, 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 -
Improving physical self-perception and health-related fitness through gamification in physical education: A cluster randomized controlled trial
Ferdinando Cereda11. The Catholic University of the Sacred Heart in Milan , IT2026-03-08|page 7-27AbstractBackground: 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 StyleCereda, 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 -
Improving martial arts education through gamified learning: The case of Pencak Silat with Quizizz
M. Gusti Ariadi1, Wahyu Indra Bayu2, Soleh Solahuddin31. Sriwijaya University , ID2. Sriwijaya University , ID3. Sriwijaya University , ID2025-08-09|page 186-194AbstractBackground: The use of digital media in learning is an innovative effort to improve the quality of the teaching and learning process, including in physical education, particularly in the subject of Pencak Silat
Objectives: This study aims to determine the effect of using the Quizizz application on the learning outcomes of Pencak Silat among students at Public Senior High School 1 Indralaya Selatan.
Methods: This research was conducted using a quantitative approach. The design used is a one-group pretest-posttest design. In this design, students are given a pretest before treatment, followed by a learning treatment using Quizizz media. After the treatment is completed, a posttest is administered. The population in this study consists of all 11th-grade students at Senior High School 1 Indralaya Selatan, totaling 149 students. From that population, a simple random sample of 30 students will be taken to serve as the research sample. The research instruments include a cognitive test in the form of multiple-choice questions and a psychomotor test in the form of basic pencak silat technique practice. Then the data were analyzed using the Shapiro-Wilk normality test to ensure data distribution, followed by a paired sample t-test using IBM SPSS Statistics version 30.0.0.0 (172) software.
Results: The analysis shows a significant increase in pretest to posttest scores, both in cognitive aspects (from an average of 37.87 to 58.83) and psychomotor aspects (from an average of 5.43 to 8.70). In the paired sample t-test, the significance value showed <0.001, indicating a significant effect of Quizizz media on students' learning outcomes.
Conclusions: This research concludes that the Quizizz application effectively enhances the understanding of concepts and fundamental movement skills of pencak silat in a fun and interactive way.
APA Citation StyleAriadi, M. G. , Bayu, W. I. , & Solahuddin, S. (2025). Improving martial arts education through gamified learning: The case of Pencak Silat with Quizizz. Physical Education and Sports: Studies and Research, 186-194. https://doi.org/10.56003/pessr.v4i2.579












