Study record

School archery games and attention: Sudisto 2026

Game-Based Archery Learning in Physical Education: A Qualitative Exploration of Elementary School Students' Attention Experiences

Sudisto Sudisto, Agus Gunawan2026

Citation

Sudisto, S., & Gunawan, A. (2026). Game-Based Archery Learning in Physical Education: A Qualitative Exploration of Elementary School Students' Attention Experiences. Indonesian Journal of Physical Education and Sport Science, 6(2), 468-481. https://doi.org/10.52188/ijpess.v6i2.2097

Cite the study
APA

Sudisto, S., & Gunawan, A. (2026). Game-Based Archery Learning in Physical Education: A Qualitative Exploration of Elementary School Students' Attention Experiences. Indonesian Journal of Physical Education and Sport Science, 6(2), 468-481. https://doi.org/10.52188/ijpess.v6i2.2097

BibTeX
@article{sudisto2026gamebasedattention,
  author = {Sudisto, Sudisto and Gunawan, Agus},
  title = {Game-Based Archery Learning in Physical Education: A Qualitative Exploration of Elementary School Students' Attention Experiences},
  year = {2026},
  journal = {Indonesian Journal of Physical Education and Sport Science},
  volume = {6},
  number = {2},
  pages = {468--481},
  doi = {10.52188/ijpess.v6i2.2097}
}

Technical details

Design
Qualitative study
Population
Non-athletes
Level
Young archers
Discipline
Not stated
Participants
40
Type
Journal article
Language
English
Peer review
Yes
Published in
Indonesian Journal of Physical Education and Sport Science (regional journal)

What it measured and what it found

The study describes what happens during an after-school archery course run as a game in two Indonesian primary schools: 40 children in their fifth and sixth years, aged 10 to 12, 20 from each school. There is no numerical measure of attention. The authors watched three videos of the lessons, 147 minutes in all, and three teaching posters (technique, benefits, etiquette), and drew 33 codes from them, grouped into 7 categories and finally into three themes.

The first theme is the shape of the lesson, which always repeats in six stages: explaining the rules, taking positions on the field, the game itself, short corrections from the instructor, a reset and a close. Game cycles last 30 to 60 seconds and are repeated three to five times, with immediate feedback and rules given in a few seconds at the start. The second theme concerns attention: many children stop for one or two seconds before releasing, and two of them explain it in plain words ("if I rush, I miss"). The authors read this pause as impulse control. The third theme is the group climate: coordination between teammates and no rule breaking during play.

Two children also describe moments of distraction, when teammates were noisy or the other team was cheering. The authors put forward the six-stage sequence as a provisional template for designing games in precision sports.

How it was measured

This is a qualitative study using a case study design. The children were chosen deliberately from those who had already attended at least three game-based lessons, with parental consent; nobody declined. The lessons were filmed with a smartphone (Xiaomi 11T, 4K at 30 frames per second) on a tripod 4 metres from the shooting line; the three videos last between 42 and 58 minutes.

The videos were split into the six stages of the lesson independently by the first author and by an assistant trained for the job, who agreed on 92% of them (54 segments out of 59). The thematic analysis follows Braun and Clarke's six phases: 112 initial codes came from the first author, while the second author coded 30% of the material independently (Cohen's kappa 0.84), and the codes were grouped into 15 categories and then into three themes, using NVivo 14. For credibility the authors report source triangulation, checking with participants, a log of analytical decisions and peer debriefing.

The paper does not describe the equipment: type of bow, arrows, distance, targets. Some codes (evasive movement, tracking an opponent, team signals) suggest a game between opposing teams, but the rules of the game are not explained.

The method explained: Interviews and qualitative studies

Limitations

The figures in the methods and in the results do not match: the methods give 112 initial codes and 15 categories, the results 33 codes and 7 categories, with no account of the step in between. The 59 segments do not fit three videos split into six stages each either, unless the cycles repeated, which the text does not make clear. The children's words are quoted as data, but the methods mention only videos and posters: they do not say how the quotes were collected, and only six quotes appear in all, four from children identified by a letter and two unattributed, out of forty participants.

The one-to-two-second pause before release, on which the attention theme rests, is not measured with any described procedure. Reading that pause as executive control is an interpretation: any beginner trying to hit a target takes time before letting go. In the limitations the authors write that the intervention lasted a single session, whereas taking part required at least three lessons.

There is no comparison group and no attention test, as the authors acknowledge. The discussion nonetheless states that archery trains sustained attention better than football and basketball: the study compares no sports at all, and that sentence goes beyond the data. The second author is affiliated with an archery business (Sae Archery); the authors declare no conflict of interest.

What it means for archers

For anyone teaching archery to children, the study mainly offers a description of a lesson: rules given in a few seconds at the start, short game cycles repeated several times, a quick correction between one cycle and the next. In those lessons the children appear engaged, keep to the rules and take a moment before they shoot. The authors also report one child saying that the game makes them want to keep shooting, whereas ordinary practice soon gets boring.

The study does not say whether archery, as a game or otherwise, improves children's attention: there is no measurement before and after and no comparison. Nor does it say anything about adult archers or about performance. In the registry it counts as qualitative evidence on how children experience an archery lesson, not as support for the claim that archery trains attention.

In the registry

The claims this study is evidence for, with its position and the current status.

Articles that use it

Research line

Population and discipline

Same research line

Cite this record
APA

Campagna, M. (2026). Study record: Game-Based Archery Learning in Physical Education: A Qualitative Exploration of Elementary School Students' Attention Experiences. In Evidence Registry. matteocampagna.com. Retrieved 16 October 2026, from https://matteocampagna.com/en/evidence/sudisto-2026-game-based-attention

BibTeX
@misc{campagna2026_enevidencesudisto2026gamebasedattention,
  author = {Campagna, Matteo},
  title = {Study record: Game-Based Archery Learning in Physical Education: A Qualitative Exploration of Elementary School Students' Attention Experiences},
  year = {2026},
  howpublished = {Evidence Registry, matteocampagna.com},
  url = {https://matteocampagna.com/en/evidence/sudisto-2026-game-based-attention},
  note = {accessed 2026-10-16}
}