Abstract

The development of games that are applied in learning physical education, sports, and health is a solution to the boredom felt by students during learningtake place. The aims of this research are (1) How is the feasibility of the fish vs cat game e-module? (2) How do students respond to the use of the cat vs fish e-module? (3) How are the students' motor skills different before and after using the cat vs fish e-module in class VA and VB? (4) What is the relationship between students' responses to the use of the cat vs fish e-module with students' motor skills after using the cat vs fish e-module?. Research methodologyused in this research is research and development. At the trial stage, it was carried out by involving 60 students consisting of 2 classes. The conclusion of this study is that the developed cat vs fish game e-module has been declared valid to be used, based on the t-test conducted showing that there are differences in students' motor skills before and after using the cat vs fish game e-module in class VA and class VB. The results of the correlation test showed that there was a significant relationship between student responses and students' motor skills after using the cat vs fish e-module. The cat vs fish game e-module can be a learning innovation in physical education, sports, and health subjects that can be a guide for cat vs fish games so as to train students' motor skills.
 Keywords: Physics, SPS, problem based learning, melde practicum, gender

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