Physical education is a compulsory content in the education curriculum under the ministry of religious affairs in Indonesia, especially for junior high school students. Learning to implement the curriculum launched by the government, however, the implementation of this curriculum still requires elaboration to be more operational and can be implemented in schools. The issue of low fitness, learning content and student motivation in physical education is still an operational concern. Creativity is needed so that physical education learning is quality, interesting and able to improve fitness in fun and quality learning. The purpose of seeing the implementation of game-based physical education learning for student fitness development. The research method taken is a type of quantitative research, namely quasi-experimental design with a two-group pre test-post test control group design. The research was conducted on 40 students with two groups. Experimental group 20 students and control group 20 Students. Fitness instrument with 800 meter test for women and 1000 for men. Data analysis using independent sample t-test. The results showed that there was a significant effect on students' physical fitness in the experimental group before treatment (pre-test) and after treatment (post-test), seen from the Sig value of 0.000 < α 0.05. Furthermore, the control group also experienced an increase between before and after treatment, as evidenced by the sig value. 0,032. The results showed that there was an increase in fitness shown by both the control and experimental groups. It is proven that the experimental group is better than the control group with a comparison of 51% increase in the control group and 62% in the experimental group. © Copyright: Federación Española de Asociaciones de Docentes de Educación Física (FEADEF) ISSN:
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