A Comparative Study of Physical Fitness Levels Between Active Esport And Non-Esport Students at SDN Kemasan Krian
Keywords:
E-sport, Physical Fitness, Digital Activity, Physical EducationAbstract
This study was motivated by the increasing interest of students in e-sport activities, which may potentially influence their physical fitness. In the context of physical education, it is important to understand whether participation in e-sports affects students’ physical fitness levels. The purpose of this study was to compare the physical fitness levels of students who actively engage in e-sports and those who do not participate in e-sports at SDN Kemasan Krian. This study employed a quantitative method with a comparative research design. The sample consisted of 48 students from SDN Kemasan Krian, selected using purposive sampling. Data were collected using the Indonesian Student Physical Fitness Test (Tes Kebugaran Siswa Indonesia/TKSI), which consists of five subtests: the child ball test, the tok-tok ball test, the move-the-ball test, the 8 × 10 meter shuttle run, and the 600 meter run. In addition, an e-sport activity questionnaire was administered to categorize participants into the respective groups. Data were analyzed using an independent samples t-test with the assistance of IBM SPSS Statistics 25 software. The results indicated that there was no significant difference in physical fitness levels between students who actively engaged in e-sports and those who did not (p-value = 0.92 > 0.05), indicating that e-sport activities did not directly affect students’ physical fitness levels. The result of this study are expected to serve as a consideration for physical education teachers in developing adaptive learning approaches that accommodate students’ digital interests, as well as a reference for future researchers to examine other factors, such as sleep patterns, nutritional intake, and body mass index, which may influence students’ physical fitness levels.
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