Improving martial arts education through gamified learning: The case of Pencak Silat with Quizizz

Background: The use of digital media in learning is an innovative effort to improve the quality of the teaching and learning process, including in physical education, particularly in the subject of Pencak Silat Objectives: This study aims to determine the effect of using the Quizizz application on the learning outcomes of Pencak Silat among students at Public Senior High School 1 Indralaya Selatan. Methods: This research was conducted using a quantitative approach. The design used is a one-group pretest-posttest design. In this design, students are given a pretest before treatment, followed by a learning treatment using Quizizz media. After the treatment is completed, a posttest is administered. The population in this study consists of all 11th-grade students at Senior High School 1 Indralaya Selatan, totaling 149 students. From that population, a simple random sample of 30 students will be taken to serve as the research sample. The research instruments include a cognitive test in the form of multiple-choice questions and a psychomotor test in the form of basic pencak silat technique practice. Then the data were analyzed using the Shapiro-Wilk normality test to ensure data distribution, followed by a paired sample t-test using IBM SPSS Statistics version 30.0.0.0 (172) software. Results: The analysis shows a significant increase in pretest to posttest scores, both in cognitive aspects (from an average of 37.87 to 58.83) and psychomotor aspects (from an average of 5.43 to 8.70). In the paired sample t-test, the significance value showed <0.001, indicating a significant effect of Quizizz media on students' learning outcomes. Conclusions: This research concludes that the Quizizz application effectively enhances the understanding of concepts and fundamental movement skills of pencak silat in a fun and interactive way.

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Publication Details

Journal
Physical Education and Sports Studies and Research
Published
2025-08-09
DOI
https://doi.org/10.56003/pessr.v4i2.579
Primary Topic
Sports and Physical Education Research
Type
article
Field-Weighted Citation Impact
0.00
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article

Improving martial arts education through gamified learning: The case of Pencak Silat with Quizizz

Soleh Solahuddin, Wahyu Indra Bayu, M. Gusti Ariadi
Physical Education and Sports Studies and Research
Sports and Physical Education Research
article

Improving martial arts education through gamified learning: The case of Pencak Silat with Quizizz

Soleh Solahuddin, Wahyu Indra Bayu, M. Gusti Ariadi
article en

Abstract

Background: The use of digital media in learning is an innovative effort to improve the quality of the teaching and learning process, including in physical education, particularly in the subject of Pencak Silat Objectives: This study aims to determine the effect of using the Quizizz application on the learning outcomes of Pencak Silat among students at Public Senior High School 1 Indralaya Selatan. Methods: This research was conducted using a quantitative approach. The design used is a one-group pretest-posttest design. In this design, students are given a pretest before treatment, followed by a learning treatment using Quizizz media. After the treatment is completed, a posttest is administered. The population in this study consists of all 11th-grade students at Senior High School 1 Indralaya Selatan, totaling 149 students. From that population, a simple random sample of 30 students will be taken to serve as the research sample. The research instruments include a cognitive test in the form of multiple-choice questions and a psychomotor test in the form of basic pencak silat technique practice. Then the data were analyzed using the Shapiro-Wilk normality test to ensure data distribution, followed by a paired sample t-test using IBM SPSS Statistics version 30.0.0.0 (172) software. Results: The analysis shows a significant increase in pretest to posttest scores, both in cognitive aspects (from an average of 37.87 to 58.83) and psychomotor aspects (from an average of 5.43 to 8.70). In the paired sample t-test, the significance value showed <0.001, indicating a significant effect of Quizizz media on students' learning outcomes. Conclusions: This research concludes that the Quizizz application effectively enhances the understanding of concepts and fundamental movement skills of pencak silat in a fun and interactive way.

Physical Education and Sports Studies and ResearchVol. 4(2)
Sriwijaya University (ID)
Quality Education
Openalex Percentile: Top 66%
Sports and Physical Education Research
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