Warm-up activities in physical education are often carried out monotonously, leaving students bored and unmotivated, which lowers movement intensity and physical fitness outcomes. This study aimed to examine the effect and effectiveness of gamified warm-ups on the agility component of physical fitness among seventh-grade junior high school students. A quantitative experimental approach was used with a pre-experimental one-group pretest-posttest design. Through purposive sampling, 30 students of class VII A at SMP Negeri 4 Malang participated. Agility was measured using the shuttle run test before and after the gamified warm-up treatment, and the data were analyzed using descriptive statistics and a paired samples t-test. The mean completion time decreased from 14.970 seconds (SD = 0.2781) at pretest to 13.960 seconds (SD = 0.2328) at posttest, a mean difference of 1.0100 seconds. The paired samples t-test yielded t = 77.700 (df = 29) with a significance value of 0.000 (p < 0.05), indicating a significant difference in students' agility before and after treatment. Gamified warm-ups are therefore effective in improving the agility of seventh-grade students and may serve as an enjoyable instructional innovation in physical education. Learning motivation was not measured with a standardized instrument in this study and is recommended for further research.
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Hasrynda et al. (2026) studied this question.
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