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Developing the Kanga’s Escape Learning Model with Box Modifications for Upper Grade Students

ACTIVE: Journal of Physical Education, Sport, Health and Recreation · Vol. 15 No. 2 (2026) · hlm. 980–993

DOI
10.15294/active.v15i2.49930
ISSN
2460-724X, 2252-6773
Terbit
2026-06-15
Penerbit
Universitas Negeri Semarang
Bahasa
eng

Abstrak

This study aimed to develop and evaluate the feasibility, practicality, and effec-tiveness of the Kanga Es Cape learning model, a Kids Athletics-based jumping game using modified box media, for upper-grade elementary school students. This research employed a Research and Development (R&D) approach using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation. Product validation involved one game expert and two Physical Education practitioners. Small-group trials were conducted with 14 students from SDN Pakintelan 03, while large-group trials involved 30 students from SDN Pakintelan 02 and SDN Pakintelan 03. Data were collected through question-naires, observations, interviews, and pretest-posttest assessments. Expert vali-dation results indicated that the product was categorized as feasible and highly usable. Small-group and large-group trials also showed high practicality ratings. Effectiveness testing demonstrated significant improvements in students’ learn-ing outcomes, with mean cognitive scores increasing from 32.20 to 68.97, affective scores from 31.07 to 64.47, and psychomotor scores from 35.83 to 63.33 (p < 0.001). Therefore, the Kanga Es Cape learning model is feasible, practical, and effective for supporting active participation and movement skill development in elemen-tary school physical education learning.

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27 penulis · 78 tautan kepenulisan bersama · 7 lintas organisasi

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  • State University of Semarang
  • Universiti Teknologi MARA
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  • Organisasi berbeda
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Rekan penulisOrganisasiArtikel bersama
Wahyu Ragil KurniawanState University of Semarang2
Harry PramonoState University of Semarang1
Shinta Della BestariState University of Semarang1
Muhammad Rizqi David SaputraState University of Semarang1
Ipang SetiawanState University of Semarang1
Moch Fahmi AbdulazizState University of Semarang1
Lukluil BadriyahState University of Semarang1
RuminiAfiliasi tidak diketahui1
Cahyo YuwonoState University of Semarang1
Muhammad Zidane NuralifState University of Semarang1
Catur NugrohoState University of Semarang1
Eka Erisza PutriState University of Semarang1
Ahmad PurwitoState University of Semarang1
Muhammad Rofi'ul HudaState University of Semarang1
Arizal Dani GustiraState University of Semarang1
Tri NurharsonoState University of Semarang1
Bagus Kritianto SetiawanAfiliasi tidak diketahui1
Diki MeidhoniState University of Semarang1
Anggi PurwaditiaState University of Semarang1
Hermawan Pamot RaharjoState University of Semarang1
Tandiyo RahayuState University of Semarang1
Ranu Baskora Aji PutraState University of Semarang1
Ani Mazlina Dewi MohamedUniversiti Teknologi MARA1
Mohamad AnnasState University of Semarang1
Donny Wira Yudha KusumaState University of Semarang1

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Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/peshr/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">Developing the Kanga’s Escape Learning Model with Box Modifications for Upper Grade Students</dc:title>
	<dc:creator xml:lang="en">Mohamat Luthfi Widjayanto</dc:creator>
	<dc:creator xml:lang="en">Agus Widodo Suripto</dc:creator>
	<dc:subject xml:lang="en">Kanga es cape</dc:subject>
	<dc:subject xml:lang="en">Teaching mode</dc:subject>
	<dc:subject xml:lang="en">Physical Education</dc:subject>
	<dc:description xml:lang="en">This study aimed to develop and evaluate the feasibility, practicality, and effec-tiveness of the Kanga Es Cape learning model, a Kids Athletics-based jumping game using modified box media, for upper-grade elementary school students. This research employed a Research and Development (R&amp;amp;D) approach using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation. Product validation involved one game expert and two Physical Education practitioners. Small-group trials were conducted with 14 students from SDN Pakintelan 03, while large-group trials involved 30 students from SDN Pakintelan 02 and SDN Pakintelan 03. Data were collected through question-naires, observations, interviews, and pretest-posttest assessments. Expert vali-dation results indicated that the product was categorized as feasible and highly usable. Small-group and large-group trials also showed high practicality ratings. Effectiveness testing demonstrated significant improvements in students’ learn-ing outcomes, with mean cognitive scores increasing from 32.20 to 68.97, affective scores from 31.07 to 64.47, and psychomotor scores from 35.83 to 63.33 (p &amp;lt; 0.001). Therefore, the Kanga Es Cape learning model is feasible, practical, and effective for supporting active participation and movement skill development in elemen-tary school physical education learning.</dc:description>
	<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2026-06-15</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/peshr/article/view/49930</dc:identifier>
	<dc:identifier>10.15294/active.v15i2.49930</dc:identifier>
	<dc:source xml:lang="en">ACTIVE: Journal of Physical Education, Sport, Health and Recreation; Vol. 15 No. 2 (2026); 980-993</dc:source>
	<dc:source>2460-724X</dc:source>
	<dc:source>2252-6773</dc:source>
	<dc:source>10.15294/active.v15i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/peshr/article/view/49930/10154</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2026 ACTIVE: Journal of Physical Education, Sport, Health and Recreation</dc:rights>
</oai_dc:dc>