The Effectiveness of Traditional Game-Based Physical Literacy Model in Reducing Sedentary Lifestyle among Adolescents

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Abstract

The growing prevalence of sedentary lifestyle, especially among adolescents, presents serious health concerns, including obesity, heart disease, and cognitive impairment. This study investigates the effectiveness of a physical literacy model based on traditional games in decreasing sedentary lifestyle in adolescents aged 12 to 16. A quasi-experimental design was used, with 238 participants divided into two groups: an experimental group that participated in traditional games for 12 weeks, and a control group that adhered to the standard physical education curriculum. Data were collected using the Adolescent Sedentary Activity Questionnaire (ASAQ) and analyzed using independent t-tests and paired sample t-tests. The results showed a significant reduction in sedentary time among the experimental group, with an average decrease from 329.50 minutes in the pre-test to 219.50 minutes in the post-test. In contrast, the control group showed minimal change. These findings highlight the potential of traditional games to reduce sedentary lifestyle and improve physical, cognitive, and social skills. The study suggests that incorporating traditional games into physical education curricula could be an effective strategy for promoting active lifestyles among adolescents. Future studies should consider larger and more diverse samples to generalize the findings and explore additional benefits of traditional games.

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APA

Kurniawan, E., Mujriah, Maulidin, & Irmansyah, J. (2025). The Effectiveness of Traditional Game-Based Physical Literacy Model in Reducing Sedentary Lifestyle among Adolescents. International Journal of Human Movement and Sports Sciences, 13(1), 1–9. https://doi.org/10.13189/saj.2025.130101

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