Articles

The Relationship between Mobile Legends Playing Activity and Students’ Interest in Learning Physical Education

Authors

Share article
Published
2025-12-30
Pages
127-139
Section
Articles

Abstract

This study was motivated by the increasing activity of playing Mobile Legends among students, which may reduce attention, discipline, and physical readiness in Physical Education, Sports, and Health learning. The purpose of this study was to examine the relationship between Mobile Legends gameplay and PJOK learning interest among Grade VIII students at MTsN 3 Kota Bima. This study used a correlational quantitative approach involving 49 male Grade VIII students selected through purposive sampling. Data were collected using a Likert-scale questionnaire and analyzed through validity testing, reliability testing, Shapiro-Wilk normality testing, Pearson Product Moment correlation, and coefficient of determination. The results showed that the instrument was valid and reliable, data were normally distributed, and there was a significant negative relationship between Mobile Legends gameplay and PJOK learning interest, with r = -0.557 and p < 0.001. Coefficient of determination was 31.02%. Higher gameplay activity was associated with lower PJOK learning interest.

Keywords

How to Cite

M. Zidhan, Lukman Lukman, Johan Irmansyah, Dwi Qomara. (2025). The Relationship between Mobile Legends Playing Activity and Students’ Interest in Learning Physical Education. Sportify Journal, 5(2), 127-139. https://doi.org/10.36312/sj.v5i2.5371

References

Alzahrani, A. K. D., & Griffiths, M. D. (2024). Problematic gaming and students’ academic performance: A systematic review. International Journal of Mental Health and Addiction, 23(5), 4062–4095. https://doi.org/10.1007/s11469-024-01338-5

Ball, C., Huang, K.-T., Cotten, S. R., & Rikard, R. V. (2018). Gaming the SySTEM: The relationship between video games and the digital and STEM divides. Games and Culture, 15(5), 501–528. https://doi.org/10.1177/1555412018812513

Bressler, D. M., Bodzin, A. M., & Tutwiler, M. S. (2018). Engaging middle school students in scientific practice with a collaborative mobile game. Journal of Computer Assisted Learning, 35(2), 197–207. https://doi.org/10.1111/jcal.12321

Brown, J. M., Savaglio, R., Watson, G., Kaplansky, A., LeSage, A., Hughes, J., Kapralos, B., & Arcand, J. (2020). Optimizing child nutrition education with the Foodbot Factory mobile health app: Formative evaluation and analysis. JMIR Formative Research, 4(4), Article e15534. https://doi.org/10.2196/15534

Dewi, R., Verawati, I., Pane, B. S., & Nurkadri, N. (2022). Analysis of instruments for assessment of basic movement skills PJOK elementary school. Kinestetik: Jurnal Ilmiah Pendidikan Jasmani, 6(2), 250–261. https://doi.org/10.33369/jk.v6i2.21631

Fauzi, M. S. (2019). The implementation of curriculum 2013 for physical education, sport and health of junior high school in Samarinda. Acitya Journal of Teaching & Education, 1(2), 131–141. https://doi.org/10.30650/ajte.v1i2.249

Febriansyah, M. A., Gustiawati, R., & Siswanto, S. (2022). The implementation of karate martial arts learning according to the PJOK curriculum at junior high schools in East Telukjambe District. Jurnal Pendidikan Jasmani (JPJ), 3(2), 80–87. https://doi.org/10.55081/jpj.v3i2.665

Ferdiansyah, H. (2022). Effectiveness of using video tutorials in PJOK lessons during the Covid-19 pandemic. Edumaspul: Jurnal Pendidikan, 6(1), 120–125. https://doi.org/10.33487/edumaspul.v6i1.3052

Fook, C. Y., Narasuman, S., Aziz, N. A., Mustafa, S. M. S., & Han, C. T. (2021). Exploring the relationship between mobile addiction, interpersonal relationship, and academic behavior among young adults in tertiary institutions. Malaysian Journal of Learning and Instruction, 18. https://doi.org/10.32890/mjli2021.18.2.10

Ghazi, M. S. A., & Kholid. (2023). The simple game of the learning model approach on elementary school students. Journal of English Education and Teaching, 7(4), 1085–1100. https://doi.org/10.33369/jeet.7.4.1085-1100

Hieftje, K., Fernandes, C.-S. F., Lin, I., & Fiellin, L. E. (2021). Effectiveness of a web-based tobacco product use prevention videogame intervention on young adolescents’ beliefs and knowledge. Substance Abuse, 42(1), 47–53. https://doi.org/10.1080/08897077.2019.1691128

Hong, J., Hwang, M.-Y., Tai, K., Lin, P., & Lin, P. (2019). Learning progress in a Chinese order of stroke game: The effects of intrinsic cognitive load and gameplay interest mediated by flow experience. Journal of Educational Computing Research, 58(4), 842–862. https://doi.org/10.1177/0735633119881471

Hong, J., Tai, T., & Liang, F. (2025). English vocabulary learning through gamification with Tic‐Tac‐Toe in Flippity‐Connecto: The prediction of gameplay self‐efficacy to anxiety, interest and flow experience. British Journal of Educational Technology, 56(6), 2387–2403. https://doi.org/10.1111/bjet.13577

Jensen, E. O., & Skott, C. K. (2022). How can the use of digital games in mathematics education promote students’ mathematical reasoning? A qualitative systematic review. Digital Experiences in Mathematics Education, 8(2), 183–212. https://doi.org/10.1007/s40751-022-00100-7

Kurniawan, F., Gustiawati, R., Afrinaldi, R., Gemael, Q. A., & Izzuddin, D. A. (2021). Needs analysis of master program of physical education at Singaperbangsa Karawang University. Kinestetik: Jurnal Ilmiah Pendidikan Jasmani, 5(4), 694–700. https://doi.org/10.33369/jk.v5i4.16474

Li, L., Niu, Z., Griffiths, M. D., & Mei, S. (2021). Relationship between gaming disorder, self-compensation motivation, game flow, time spent gaming, and fear of missing out among a sample of Chinese university students: A network analysis. Frontiers in Psychiatry, 12. https://doi.org/10.3389/fpsyt.2021.761519

López-Fernández, O., Williams, A. J., & Kuss, D. J. (2019). Measuring female gaming: Gamer profile, predictors, prevalence, and characteristics from psychological and gender perspectives. Frontiers in Psychology, 10. https://doi.org/10.3389/fpsyg.2019.00898

Nugraha, U., Ilham, I., Harjono, H. S., & Setiawan, A. (2023). Learning videos with gymnastic materials on the character of students’ discipline and cooperation. Journal of Education Research and Evaluation, 7(1), 98–107. https://doi.org/10.23887/jere.v7i1.45277

Stufft, C. J., & Gillern, S. von. (2021). Fostering multimodal analyses of video games: Reflective writing in the middle school. Journal of Adolescent & Adult Literacy, 65(3), 245–255. https://doi.org/10.1002/jaal.1198

Teng, Z., Pontes, H. M., Nie, Q., Griffiths, M. D., & Guo, C. (2021). Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID-19 pandemic: A longitudinal study. Journal of Behavioral Addictions, 10(1), 169–180. https://doi.org/10.1556/2006.2021.00016

Throuvala, M. A., Griffiths, M. D., Rennoldson, M., & Kuss, D. J. (2019). School-based prevention for adolescent internet addiction: Prevention is the key. A systematic literature review. Current Neuropharmacology, 17(6), 507–525. https://doi.org/10.2174/1570159x16666180813153806

Udeozor, C., Abegão, F. R., & Glassey, J. (2021). An evaluation of the relationship between perceptions and performance of students in a serious game. Journal of Educational Computing Research, 60(2), 322–351. https://doi.org/10.1177/07356331211036989

Viccari, A., Göllner, R., Hahn, J.-U., & Bardach, L. (2024). Limes (the Roman Frontier): Developing a video game for history learning. European Conference on Games Based Learning, 18(1), 839–847. https://doi.org/10.34190/ecgbl.18.1.2833

Wisman, Y., Ramadhana, I. A., & Perdana, J. A. (2021). Evaluation of online learning implementation in the middle of the Covid-19 corona virus pandemic in Palangka Raya SMA Penjas subjects. Kinestetik: Jurnal Ilmiah Pendidikan Jasmani, 5(3), 495–502. https://doi.org/10.33369/jk.v5i3.16732

Zainuddin, M. S., Usman, A., Kamal, M., & Sudirman, A. (2024). Enhancing football skills using demonstration learning techniques. Mentor: Revista de Investigación Educativa y Deportiva, 3(7), 28–42. https://doi.org/10.56200/mried.v3i7.6829

Zou, D., Zhang, R., Xie, H., & Wang, F. L. (2021). Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow experiences. Australasian Journal of Educational Technology, 37(2), 152–170. https://doi.org/10.14742/ajet.6682

Şalvarlı, Ş. İ., & Griffiths, M. D. (2019). Internet gaming disorder and its associated personality traits: A systematic review using PRISMA guidelines. International Journal of Mental Health and Addiction, 19(5), 1420–1442. https://doi.org/10.1007/s11469-019-00081-6

How to Cite

Zidhan, M., Lukman, L., Irmansyah, J., & Qomara, D. (2025). The Relationship between Mobile Legends Playing Activity and Students’ Interest in Learning Physical Education. Sportify Journal, 5(2), 127-139. https://doi.org/10.36312/sj.v5i2.5371