The Effect of Personal Challenge-Based Gamification on Physical Fitness Among Elementary School Students: A Quasi-Experimental Study
Studi Kuasi-Eksperimental
DOI:
https://doi.org/10.29408/porkes.v9i2.31360Keywords:
Gamification; personal challenge; physical fitness; intrinsic motivation; elementary students; quasi-experimentalAbstract
Declining physical fitness among elementary school children has become a global concern, particularly in Southeast Asia, driven by sedentary lifestyles, urbanization, and low engagement in conventional physical education. This quasi-experimental study aimed to investigate the potential effects of an 8-week personal challenge-based gamification intervention on physical fitness and intrinsic motivation among elementary students. Thirty students (16 boys, 14 girls; mean age 10.3 ± 0.8 years) from SD Negeri 016 Sungai Kunjang participated in a one-group pretest-posttest design. The intervention was integrated into regular physical education classes (two 45-minute sessions per week). Physical fitness was measured using the FITNESSGRAM battery, while intrinsic motivation was assessed with the Indonesian-adapted Intrinsic Motivation Inventory (IMI). Gamification engagement was monitored via structured observation. Significant improvements were observed in all fitness components: cardiovascular endurance (29.5%, d = 1.18), muscular strength (34.8%, d = 1.24), muscular endurance (30.3%, d = 1.06), and flexibility (21.3%, d = 0.88). Overall intrinsic motivation increased by 35.0% (d = 1.91), with high engagement rates (94.2% participation). This study provides preliminary evidence that personal challenge-based gamification may be associated with improved physical fitness and intrinsic motivation. The low-cost approach shows potential for enhancing student engagement in physical education, although the lack of a control group requires cautious interpretation and further rigorous research.
References
Arufe-Giráldez, V., Sanmiguel-Rodríguez, A., Ramos-Álvarez, O., & Navarro-Patón, R. (2022). Gamification in physical education: A systematic review. Education Sciences, 12(8), 540. https://doi.org/10.3390/educsci12080540
Arufe-Giráldez, V., Sanmiguel-Rodríguez, A., Ramos-Álvarez, O., & Navarro-Patón, R. (2022). Gamification in Physical Education: A Systematic Review. Education Sciences, 12(8), 540. https://doi.org/10.3390/educsci12080540
Anunpattana, P., Khalid, M. N. A., Iida, H., & Inchamnan, W. (2021). Capturing Potential Impact of Challenge-Based Gamification on Gamified Quizzing in the Classroom. Heliyon, 7(12). https://www.cell.com/heliyon/fulltext/S2405-8440(21)02740-7
Camacho-Sánchez, R., León, A. M., Rodríguez-Ferrer, J. M., Serna, J., & Burgués, P. L. (2023). Game-Based Learning and Gamification in Physical Education: A Systematic Review. Education Sciences, 13(2), 183. https://doi.org/10.3390/educsci13020183
Campbell, D. T., & Stanley, J. C. (2015). Experimental and quasi-experimental designs for research. Ravenio books.
Chong, K. H., Suesse, T., Cross, P. L., Ryan, S. T., Aadland, E., Aoko, O., ... & Okely, A. D. (2024). Pooled Analysis of Physical Activity, Sedentary Behavior, and Sleep Among Children From 33 Countries. JAMA Pediatrics, 178(11), 1199-1207. https://doi.org/10.1001/jamapediatrics.2024.3330
Dartini, N. P. D. S., Artanayasa, I. W., Dantes, K. R., Divayana, D. G. H., Sudiana, I. K., & Yoda, I. K. (2026). Effectiveness and Challenges of Gamification in Physical Education: A Systematic Review. Physical Education Theory and Methodology, 26(2), 263-271. https://doi.org/10.17309/tmfv.2026.2.04
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification.” Proceedings of the 15th International Academic MindTrek Conference, 9–15. https://doi.org/10.1145/2181037.2181040
Donnelly, J. E., Hillman, C. H., Castelli, D., Etnier, J. L., Lee, S., Tomporowski, P., Lambourne, K., & Szabo-Reed, A. N. (2016). Physical Activity, Fitness, Cognitive Function, and Academic Achievement in Children: A Systematic Review. Medicine & Science in Sports & Exercise, 48(6), 1197–1222. https://doi.org/10.1249/MSS.0000000000000901
Ezeddine, G., Souissi, N., Abaidia, R., Masmoudi, L., Trabelsi, K., Ammar, A., ... & Mrayah, M. (2025, October). Game-based physical education: a pathway to increased student motivation and greater learning outcomes. In Frontiers in Education (Vol. 10, p. 1531651). Frontiers Media SA. https://doi.org/10.3389/feduc.2025.1531651
Edwards, L. C., Bryant, A. S., Keegan, R. J., Morgan, K., & Jones, A. M. (2017). Definitions, foundations and associations of physical literacy: A systematic review. Sports Medicine, 47(1), 113–126. https://doi.org/10.1007/s40279-016-0560-7
Fernandez-Rio, J., De Las Heras, E., González, T., Trillo, V., & Palomares, J. (2020). Gamification and Physical Education. Viability and Preliminary Views from Students and Teachers. Physical Education and Sport Pedagogy, 25(5), 509-524. https://doi.org/10.1080/17408989.2020.1743253
Guthold, R., Stevens, G. A., Riley, L. M., & Bull, F. C. (2020). Global Trends in Insufficient Physical Activity Among Adolescents: A Pooled Analysis of 298 Population-Based Surveys With 1.6 Million Participants. The Lancet Child & Adolescent Health, 4(1), 23–35. https://doi.org/10.1016/S2352-4642(19)30323-2
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & education, 80, 152-161. https://doi.org/10.1016/j.compedu.2014.08.019
Harahap, A. M., & Febriansyah, W. (2025). Impact of Game-Based Physical Education on Health Literacy and Physical Fitness in Primary School Children: A Scoping Review. Journal of Foundational Learning and Child Development, 1(02), 77-89. https://doi.org/10.53905/ChildDev.v1i02.12
McAuley, E., Duncan, T., & Tammen, V. V. (1989). Psychometric properties of the Intrinsic Motivation Inventory in a competitive sport setting: A confirmatory factor analysis. Research Quarterly for Exercise and Sport, 60(1), 48–58. https://doi.org/10.1080/02701367.1989.10607413
Mulyawan, A., Santoso, J. A., Betty, J., & Jusuf, K. (2025). The relationship of physical activity intensity with cardiorespiratory fitness and sleep duration of sport education students. Jurnal Porkes, 8(2), 782–798. https://doi.org/10.29408/PORKES.V8I2.30303
Mahendra, A., Triwibowo, H., Simbizi, P., Rajagukguk, M., & Indasari, S. (2026). Physical Activity and Healthy Nutrition Campaign for Primary School Children in Developing Countries: Implementation of the Build Our Kids’ Success (BOKS) Program in Indonesia. Physical Activity and Nutrition, 30(1), 92-101. https://europepmc.org/article/pmc/pmc13065377
Nicholson, S. (2015). A Recipe for Meaningful Gamification. In T. Reiners & L. C. Wood (Eds.), Gamification in Education and Business (pp. 1–20). Springer. https://doi.org/10.1007/978-3-319-10208-5_1
Onea, G. A. (2025). The relationship between gamification experience, fitness performance, and physical activity patterns: Gender differences. Education Sciences, 15(12), 1651. https://doi.org/10.3390/educsci15121651
Plowman, S. A., & Meredith, M. D. (Eds.). (2013). FitnessGram reference guide (4th ed.). The Cooper Institute.
Rice, J., Foweather, L., Foulkes, J., Magill, C., De Meester, A., Stodden, D., Lenoir, M., & Fitton Davies, K. (2025). Co-development of a gamified physical education movement competence intervention with school stakeholders. European Physical Education Review. Advance online publication. https://doi.org/10.1177/1356336X241301352
Ryan, R. M., & Deci, E. L. (2024). Self-determination theory. In Encyclopedia of quality of life and well-being research (pp. 6229-6235). Cham: Springer International Publishing. https://link.springer.com/rwe/10.1007/978-3-031-17299-1_2630
Ryan, R. M., & Deci, E. L. (2024). Self-determination theory. In Encyclopedia of quality of life and well-being research (pp. 6229-6235). Cham: Springer International Publishing. https://link.springer.com/rwe/10.1007/978-3-031-17299-1_2630
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033
Santoso, J. A., et al. (2022). Peran Penjas dalam Implementasi Program Full Day School (FDS) Dilihat dari Tingkat Kehadiran dan Prestasi Belajar Siswa. Jurnal Pendidikan Modern, 7(2), 60–66. https://doi.org/10.37471/JPM.V7I2.384
Sharma, A. V. N. S., Jayalakshmi, S., Tripathy, A., Katekhaye, D., & Sharma, A. (2024). Exploring Innovative Pedagogical Approaches for Enhanced Student Engagement. Decision Making: Applications in Management and Engineering, 7(1), 175-188. https://dmame-journals.org/index.php/dmame/article/view/20
Sousa, A. C., Ferrinho, S. N., & Travassos, B. (2022). The use of technology and sampling in physical education: A systematic review. International Journal of Environmental Research and Public Health, 19(9), 5573. https://doi.org/10.3390/ijerph19095573
Telama, R., Yang, X., Leskinen, E., Kankaanpää, A., Hirvensalo, M., Tammelin, T., Viikari, J. S., & Raitakari, O. T. (2014). Tracking of physical activity from early childhood through youth into adulthood. Medicine & Science in Sports & Exercise, 46(5), 955–962. https://doi.org/10.1249/MSS.0000000000000181
Zhao, M., Lu, X., Zhang, Q., et al. (2024). Effects of exergames on student physical education learning in the context of the artificial intelligence era: a meta-analysis. Scientific Reports, 14, 7115. https://doi.org/10.1038/s41598-024-57357-8
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Nak Mas Ashim Hanif , Januar Abdilah Santoso

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
![]()
Jurnal Porkes is licensed under a Creative Commons Attribution-Share Alike 4.0 International License

