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A critical analysis of the disconnection between science and practice in weight training
Ferdinando Cereda11. The Catholic University of the Sacred Heart in Milan , IT2025-04-07|page 46-59AbstractBackground: Resistance training (RT) has emerged as a powerful tool for health promotion, with substantial scientific evidence supporting its beneficial effects across multiple physiological systems and psychological domains. Despite this robust knowledge base, a significant disconnection persists between scientific evidence and practical implementation in both clinical and everyday settings.
Objectives: This study aims to critically examine this science-practice gap by analyzing common misconceptions surrounding RT and proposing strategies to enhance knowledge translation.
Methods: Through a narrative review of scientific literature from PubMed, Scopus, and Google Scholar, the research synthesizes evidence regarding RT's scientifically validated benefits, prevalent myths, and effective communication approaches.
Results: Findings show a concerning lack of scientific awareness among practitioners and end-users. Persistent misconceptions, such as "RT reduces flexibility" and "plant-based proteins are inferior for muscle hypertrophy," continue to circulate despite contradictory evidence.
Conclusions: Improved scientific communication via targeted educational programs, digital platforms, and collaboration between researchers and policymakers is urgently needed to bridge this gap and maximize RT’s public health impact.
APA Citation StyleCereda, F. (2025). A critical analysis of the disconnection between science and practice in weight training. Physical Education and Sports: Studies and Research, 46-59. https://doi.org/10.56003/pessr.v4i1.499 -
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 -
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 -
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 -
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












