Digital Technology and Traditional Games in Lower Secondary Physical Education
Abstract
Objectives: To examine how digital technology can support traditional games in physical education for Indonesian Phase D learners and to develop an evidence-informed framework for classroom application.
Materials and Methods: A narrative literature review with qualitative thematic synthesis was undertaken. Targeted verification of literature on digital physical education, video feedback, traditional games, and implementation barriers supported the revision. Nine substantive publications and two methodological references were used. Evidence was compared by educational setting, study design, reported outcomes, and relevance to lower secondary education. No primary student data were collected or pooled effect estimates calculated.
Results: The synthesis identified four themes: digital support for demonstrations and feedback; movement and social learning opportunities through traditional games; a proposed sequence connecting demonstration, practice, observation, and reflection; and implementation constraints. The evidence supported the educational relevance of the separate components, but did not establish the effectiveness of their integration specifically in Phase D. Differences in learner age, instructional design, and methodological quality limited transfer across settings.
Conclusions: Digital technology may support traditional games when it serves a specific learning purpose and preserves opportunities for active movement. The proposed framework provides a basis for classroom testing rather than a validated instructional model. Future research should examine motor learning, participation, movement time, feasibility, and cultural relevance in lower secondary schools.
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