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Development and evaluation of a web-based interactive flashcard tool (Aero’Zen) for low-impact rhythmic activity instruction in physical education
Zenny Ni'matul Ulya1, Donny Anhar Fahmi2, Ibnu Fatkhu Royana31. Department of Physical Education, Faculty of Social Sciences and Physical Education, Universitas PGRI Semarang , ID2. Department of Physical Education, Faculty of Social Sciences and Physical Education, Universitas PGRI Semarang , ID3. Department of Physical Education, Faculty of Social Sciences and Physical Education, Universitas PGRI Semarang , ID2026-08-31|page 233-247AbstractBackground: Teaching rhythmic activities in physical education continues to face challenges due to the limited availability of visual learning aids that demonstrate movements systematically, repeatedly, and accessibly.
Objectives: This study aimed to develop and evaluate Aero’Zen, a web-based interactive flashcard tool integrating movement illustrations, QR codes, and demonstration videos for basic low-impact rhythmic activities.
Methods: This research and development study employed the ADDIE model. Following product development and expert validation, learning outcomes were evaluated using a one-group pretest–posttest pre-experimental design involving 30 tenth-grade students at SMK Negeri 2 Semarang. Product feasibility was assessed by media experts, subject matter experts, and a physical education practitioner. Pretest and posttest scores were analyzed using the Shapiro–Wilk test for normality and paired-samples t-tests, with the significance level set at α = .05.
Results: Aero’Zen was rated highly suitable by media experts (95.75%), subject matter experts (94.50%), and a physical education practitioner (88.75%). Mean scores increased from 75.40 to 89.97 in the cognitive domain, from 28.80 to 32.77 in the affective domain, and from 19.87 to 32.00 in the psychomotor domain. Paired-samples t-tests revealed significant differences between pretest and posttest scores across all three domains (all p < .001).
Conclusions: Aero’Zen is a highly suitable web-based learning medium with the potential to support students’ cognitive, affective, and psychomotor learning outcomes, including movement coordination and performance, in low-impact rhythmic activities. Its integrated flashcards, QR-code access, and demonstration videos provide a flexible resource for repeated and independent learning. Future studies should use randomized controlled trials with larger and more diverse samples to strengthen causal inference and generalizability.
APA Citation StyleUlya, Z. N. , Fahmi, D. A. , & Royana, I. F. (2026). Development and evaluation of a web-based interactive flashcard tool (Aero’Zen) for low-impact rhythmic activity instruction in physical education. Physical Education and Sports: Studies and Research, 233-247. https://doi.org/10.56003/pessr.v5i2.761 -
Development and evaluation of an Android-based multimedia application to promote healthy lifestyles in physical education: A study at State Junior High School 29 Semarang
Galang Yusuf Pujiyanto1, Ibnu Fatkhu Royana2, Muh. Isna Nurdin Wibisana31. Universitas PGRI Semarang , ID2. Universitas PGRI Semarang , ID3. Universitas PGRI Semarang , ID2025-07-23|page 162-174AbstractBackground: The integration of interactive, technology-based media in Physical Education, particularly for teaching health-related content, remains limited despite its potential to enhance student engagement and learning outcomes.
Objectives: This study aims to address this gap by developing and evaluating the effectiveness of an Android-based multimedia learning application, "Healthy Habits," designed to support the delivery of healthy lifestyle materials in Physical Education, Sports, and Health (Physical Education) subjects at the junior high school level.
Methods: The research employed a research and development (R&D) approach, involving expert validation from media and content specialists and usability trials with teachers and students.
Results: Validation results indicated a "Good" rating from the material expert (average score: 4.05) and a "Very Good" rating from the media expert (average score: 4.24), confirming the application's content quality and technical feasibility. Teacher evaluations also yielded a "Good" rating (average score: 4.07). Student trials produced positive responses, with small group testing receiving a "Very Good" rating (average score: 3.29), which increased to 4.23 ("Very Good") in large group testing. An effectiveness test assessing cognitive, affective, and psychomotor learning outcomes showed an average score of 85.6%, categorized as "Very Good." These findings demonstrate the feasibility and effectiveness of "Healthy Habits" as a digital learning tool for promoting healthy lifestyles in secondary school students.
Conclusions: The application offers practical value for educators and curriculum developers seeking to integrate mobile technology into Physical Education. Future studies are encouraged to explore the implementation of this application in varied educational contexts and its potential integration across other subject areas.
APA Citation StylePujiyanto, G. Y. , Royana, I. F. , & Wibisana, M. I. N. (2025). Development and evaluation of an Android-based multimedia application to promote healthy lifestyles in physical education: A study at State Junior High School 29 Semarang. Physical Education and Sports: Studies and Research, 162-174. https://doi.org/10.56003/pessr.v4i2.607 -
Unveiling the digital gym: A phenomenological dive into online physical education pedagogy
Princes Lloyda Peralta11. Saint Louis College , PH2025-04-04|page 15-31AbstractBackground: The COVID-19 pandemic necessitated a rapid shift to online learning, posing significant challenges for traditionally hands-on subjects like Physical Education (PE). Limited student engagement, digital accessibility issues, and the need for pedagogical adaptation became major concerns for PE instructors.
Objectives: This study aims to explore the lived experiences of PE instructors in adapting to online instruction, identifying the strategies, challenges, and innovations they employed to maintain instructional effectiveness.
Methods: A qualitative research design utilizing Interpretative Phenomenological Analysis (IPA) was adopted to gain deep insights into instructors’ experiences. Purposive sampling was used to select seven PE instructors from urban and rural institutions, ensuring diverse teaching contexts. Data were collected through semi-structured interviews, and thematic analysis was conducted to identify key adaptation strategies.
Results: Five major themes emerged from the findings: (1) Adaptation to Online Instruction, where instructors restructured their teaching approaches to accommodate digital platforms; (2) Effective Use of Digital Tools, emphasizing the role of online resources in enhancing instructional delivery; (3) Innovative Approaches to Engagement, detailing gamification techniques and interactive pedagogies; (4) Equitable Access Strategies, addressing disparities in internet connectivity and learning resources; and (5) Assessment of Success and Progress, highlighting novel evaluation methods tailored for online PE instruction. These themes collectively form the "Navigating Instructional Delivery Through Innovation, Technology, Engagement, and Equity" framework.
Conclusions: The study provides valuable insights into how PE instructors have innovatively adapted to online learning, ensuring student engagement and equitable access to education. The findings offer implications for policy-making, teacher training programs, and the future integration of technology in PE instruction. Future research should explore student perspectives and the long-term impact of digital PE on learning outcomes.
APA Citation StylePeralta, P. L. (2025). Unveiling the digital gym: A phenomenological dive into online physical education pedagogy. Physical Education and Sports: Studies and Research, 15-31. https://doi.org/10.56003/pessr.v4i1.474 -
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












