Purpose: This study aimed to improve students’ learning motivation in Physical Education, Sports, and Health through the implementation of game-based activities at Brawijaya Smart School Junior High School. Materials and Methods: This study employed Classroom Action Research (CAR) based on the Kemmis and McTaggart model and was conducted in two cycles. Each cycle consisted of four stages: planning, action implementation, observation, and reflection. The participants were 31 seventh-grade students. Data were collected through observation, documentation, and a learning motivation questionnaire. The data were analyzed using descriptive quantitative methods by calculating the percentages of questionnaire responses. Result: The findings showed that the implementation of game-based activities improved students’ learning motivation. The percentage of positive responses increased from 52.26% in Cycle I to 86.13% in Cycle II, while negative responses decreased from 47.74% to 13.87%. These findings indicate that game-based activities created a more interesting and enjoyable learning environment, encouraging students to participate more actively in physical education lessons. Conclusion: Game-based activities can be used as an alternative teaching strategy to improve students’ learning motivation in Physical Education, Sports, and Health. By providing enjoyable and interactive learning experiences, this approach can encourage active participation and enhance students’ engagement in the learning process.
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Saprida et al. (2026) studied this question.
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