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The Effect of Using Gamification-Based Learning Media in Increasing Interest in Learning Physical Education State Senior High School

Journal of Physical Education Health and Sport · Vol. 13 No. 1 (2026) · hlm. 507–512

DOI
10.15294/jpehs.v13i1.47823
ISSN
2354-7901, 2354-8231
Terbit
2026-04-30
Penerbit
Universitas Negeri Semarang
Bahasa
eng

Abstrak

This study is motivated by the declining interest of students in participating in Physical Education, Sports, and Health (PE) learning, which is influenced by the dominance of digital technology, monotonous teaching methods, and the lack of innovative learning media. In the current digital era, students tend to prefer technology-based activities over physical activities, which has an impact on their engagement in PE learning. Therefore, innovative approaches such as gamification-based learning media are needed to create more engaging and interactive learning experiences. This study aims to determine the effect of the use of gamification-based learning media on the interest in learning Physical Education, Sports, and Health of class X students of State Senior High School 15 Bandung. The study used a quantitative approach with a pretest-posttest control group design. The research sample consisted of 85 students determined using the Slovin formula from a total population of 544 students. Data collection was carried out through a Likert scale questionnaire and analyzed using simple linear regression assisted by SPSS 17. The results showed that the use of gamification-based learning media had a significant effect on interest in learning Physical Education, Sports, and Health with a significance value of 0.000, a regression coefficient of 0.655, and an R Square value of 0.461. Thus, gamification-based learning media has proven effective in increasing interest in learning Physical Education and can be an alternative innovative learning approach in senior high schools.

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  • Indonesia University of Education
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Rekan penulisOrganisasiArtikel bersama
Asep SumpenaIndonesia University of Education2
- Aulia AzzahraIndonesia University of Education1
Yudy HendrayanaIndonesia University of Education1
Madyan AlfathIndonesia University of Education1
SuciptoIndonesia University of Education1
Rizky SoemantriIndonesia University of Education1
CarsiwanIndonesia University of Education1
Sarah Amelia FitrianiIndonesia University of Education1
Nadia Izati NatasyaIndonesia University of Education1

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Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/jpehs/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">The Effect of Using Gamification-Based Learning Media in Increasing Interest in Learning Physical Education State Senior High School</dc:title>
	<dc:creator xml:lang="en">Paisal Abdullatip</dc:creator>
	<dc:creator xml:lang="en">Sufyar Mudjianto</dc:creator>
	<dc:creator xml:lang="en">Carsiwan</dc:creator>
	<dc:subject xml:lang="en">Gamification; Interest In Learning; Physical Education</dc:subject>
	<dc:description xml:lang="en">This study is motivated by the declining interest of students in participating in Physical Education, Sports, and Health (PE) learning, which is influenced by the dominance of digital technology, monotonous teaching methods, and the lack of innovative learning media. In the current digital era, students tend to prefer technology-based activities over physical activities, which has an impact on their engagement in PE learning. Therefore, innovative approaches such as gamification-based learning media are needed to create more engaging and interactive learning experiences. This study aims to determine the effect of the use of gamification-based learning media on the interest in learning Physical Education, Sports, and Health of class X students of State Senior High School 15 Bandung. The study used a quantitative approach with a pretest-posttest control group design. The research sample consisted of 85 students determined using the Slovin formula from a total population of 544 students. Data collection was carried out through a Likert scale questionnaire and analyzed using simple linear regression assisted by SPSS 17. The results showed that the use of gamification-based learning media had a significant effect on interest in learning Physical Education, Sports, and Health with a significance value of 0.000, a regression coefficient of 0.655, and an R Square value of 0.461. Thus, gamification-based learning media has proven effective in increasing interest in learning Physical Education and can be an alternative innovative learning approach in senior high schools.</dc:description>
	<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2026-04-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/journals/jpehs/article/view/47823</dc:identifier>
	<dc:identifier>10.15294/jpehs.v13i1.47823</dc:identifier>
	<dc:source xml:lang="en">Journal of Physical Education Health and Sport; Vol. 13 No. 1 (2026); 507 - 512</dc:source>
	<dc:source>2354-7901</dc:source>
	<dc:source>2354-8231</dc:source>
	<dc:source>10.15294/jpehs.v13i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/jpehs/article/view/47823/9290</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2026 Journal of Physical Education Health and Sport</dc:rights>
</oai_dc:dc>