Technology-Enhanced Pedagogy in Physical Education: Bridging Engagement, Learning, and Lifelong Activity
Abstract
:1. Introduction
1.1. Search Methodology
Study Selection Criteria
- peer-reviewed publications that examined the impact of technological tools on teaching and learning in PE;
- empirical studies, systematic reviews, or meta-analyses;
- research focusing on the application of wearable devices, gamified platforms, fitness applications, augmented reality (AR), virtual reality (VR), and artificial intelligence (AI) in PE;
- studies published in English or Spanish.
- studies not directly related to technology-enhanced pedagogy in PE;
- publications with methodological flaws, small sample sizes, or insufficient statistical power;
- non-peer-reviewed sources, including PhD dissertations, conference abstracts, and unpublished studies.
- wearable technology in PE;
- the role of fitness applications;
- the use of gamification strategies;
- virtual and augmented reality in PE instruction;
- artificial intelligence in sports education.
- initial coding: identification of key elements in each study;
- thematic grouping: classification of findings into the five identified categories;
- establishing connections: examining relationships between themes and their effects on teaching and learning in PE;
- pattern validation: comparing trends across studies to confirm the robustness of the results.
2. Technological Tools in Physical Education
2.1. Wearable Devices
2.2. Fitness Applications
2.3. Augmented and Virtual Reality (AR/VR)
2.4. Gamified Platforms
3. Benefits of Technology-Enhanced Pedagogy
4. Addressing Barriers
4.1. Challenges in Physical Education
4.2. Teacher Preparedness
4.3. Education for Suitable Development
5. Supporting Evidence: Innovative Empirical Studies
Successful Practices
Authors and Year | Study Title | Aim of Study | Main Outcomes | Type of Technology |
(Quintas-Hijós et al., 2020) | Analysis of the applicability and utility of a gamified didactics with exergames at primary schools: Qualitative findings from a natural experiment | Evaluates a gamified exergaming intervention, designed to improve children’s academic performance by focusing on understanding applicability and usefulness. | Being fun was the feeling that the students most frequently mentioned about the intervention. The attitudes shown by teachers and students were very positive. | Exergames |
(Zhao et al., 2024) | Effects of exergames on student physical education learning in the context of the artificial intelligence era: a meta-analysis | Explores the promoting effect of exergames on student PE learning and the conditions in which the effect of exergames can be maximized. | Exergames effectively improved student performance in PE learning. | Exergames |
(Garcia-Masso et al., 2023) | Effectiveness of Customized Exergames to Improve Postural Control in High School Physical Education | Determine the effectiveness of customized exergames, with different cognitive loads, on static and dynamic postural control compared with traditional exercises in a group of adolescents. | Exergames were more effective than traditional exercises for improving the dynamic aspects of postural control and stability in adolescents. | Exergames |
(Marsigliante et al., 2024) | The Effects of Exergames on Physical Fitness, Body Composition and Enjoyment in Children: A Six-Month Intervention Study | To evaluate the impact of exergaming on physical fitness, body composition, and perceived enjoyment in elementary school children. | Exergaming offers benefits for physical fitness and body composition in children, while also enhancing enjoyment. | Exergames |
(Papastergiou et al., 2021) | Introducing tablets and a mobile fitness application into primary school physical education | To assess the impact of the integration of tablets and a mobile application for fitness development on primary education students’ intrinsic motivation for the PE lesson. | Lessons yielded student satisfaction. Student interest and enjoyment after the lesson in which tablets and the app were used were higher than those after an equivalent lesson without technology. | Tablets and apps |
(Koekoek et al., 2019) | Exploring students’ perceptions of video-guided debates in a game-based basketball setting | To explore how mutual agreement and accuracy of students’ perceptions of tactical aspects of a basketball game situation and students’ perceived learning outcomes are influenced by using a DI enriched with video footage. | Increased shared understanding regarding their perceived learning outcomes. Can support teachers in promoting students’ shared understanding of tactical learning objectives of games. | Tablets and apps |
(Zulkifli & Danis, 2022) | Technology in physical education: Using movement analysis application to improve feedback on sports skills among undergraduate physical education students | To determine the effectiveness of the Coach’s Eye movement analysis application with the conjunction of a smart device integrated into physical education. | The adoption of a modified qualitative movement diagnosis model has increased the effectiveness of feedback and productivity. | Video App |
(Laranjeiro & Albright, 2021) | Development of Game-Based M-Learning Apps for Preschoolers | To develop game-based learning apps, with content recommended in the Curriculum Guidelines for Pre-School Education (CGPE). | The four thematic apps, namely environment, health, citizenship, and professions, composed of a set of games, suitable for autonomous use for children or educational activities guided by educators in kindergarten. | Game-based learning apps |
(Lobo et al., 2025) | Advancing Precision in Physical Education and Sports Science: A Review of Medical Imaging Methods for Assessing Body Composition | To provide an overview of the current state of medical imaging methods in body composition analysis. | The importance of using standardized protocols to improve the accuracy of body composition studies across populations and settings. | 3D |
(Komaini et al., 2024) | The role of virtual reality in enhancing motor skills in children: A systematic review | To analyze the implication of virtual reality (VR) in improving movement in children. This research uses a systematic review model. | Children show a positive response after receiving virtual reality, which can reduce physical, cognitive, and emotional stress. | Virtual Reality |
(H. Guo & Zhang, 2021) | Online Evaluation System of College Physical Education Students Based on Big Data and Artificial Intelligence Technology | To provide better technical suggestions and means for the introduction of big data into physical education by studying the online evaluation system of college physical education students based on BD and AI technology. | The system can effectively evaluate the students’ tennis moves, saving 70% of the time compared with the traditional method. | AI |
(Hsia et al., 2024) | AI-facilitated reflective practice in physical education: an auto-assessment and feedback approach | To develop a yoga automatic assessment and feedback system using AI technology to provide personalized feedback to engage individual students in reflective practice. | Adopting the yoga automatic assessment and feedback system for learning could significantly increase students’ yoga skills performance. | AI |
(Ma, 2024) | Design and Deconstruction of the Intelligent System of College Physical Education in the Era of 5G + Artificial Intelligence | To explore the design of the intelligent framework for college physical education in the era of 5G and artificial intelligence. | The CPU occupancy rate reaches 44% when the traditional mode runs for 50 s, 49% when it runs for 100 s, 35% when the smart sports system runs for 50 s, and 42% when it runs for 100 s. The smart sports system occupies less CPU during operation, which improves the utilization of resources. | AI |
(W. Yang et al., 2024) | Artificial intelligence education for young children: A case study of technology-enhanced embodied learning | To fill that gap by investigating how children were engaged in AI literacy activities that are supported by intelligent agents | Children could learn about AI through interaction with intelligent agents in embodied learning contexts. | AI |
(Dergaa et al., 2023) | Using artificial intelligence for exercise prescription in personalised health promotion: A critical evaluation of OpenAI’s GPT-4 model | To assess the efficacy of exercise prescriptions generated by OpenAI’s Generative Pre-Trained Transformer 4 (GPT-4) model for five example patient profiles with diverse health conditions and fitness goals | The AI model could create general safety-conscious exercise programs for various scenarios | AI |
6. Practical Applications for Integration
6.1. How to Achieve Integration and Issues to Solve
Long-Term Sustainability of Technology in PE Curricula
7. Conclusions
Funding
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Martín-Rodríguez, A.; Madrigal-Cerezo, R. Technology-Enhanced Pedagogy in Physical Education: Bridging Engagement, Learning, and Lifelong Activity. Educ. Sci. 2025, 15, 409. https://doi.org/10.3390/educsci15040409
Martín-Rodríguez A, Madrigal-Cerezo R. Technology-Enhanced Pedagogy in Physical Education: Bridging Engagement, Learning, and Lifelong Activity. Education Sciences. 2025; 15(4):409. https://doi.org/10.3390/educsci15040409
Chicago/Turabian StyleMartín-Rodríguez, Alexandra, and Rubén Madrigal-Cerezo. 2025. "Technology-Enhanced Pedagogy in Physical Education: Bridging Engagement, Learning, and Lifelong Activity" Education Sciences 15, no. 4: 409. https://doi.org/10.3390/educsci15040409
APA StyleMartín-Rodríguez, A., & Madrigal-Cerezo, R. (2025). Technology-Enhanced Pedagogy in Physical Education: Bridging Engagement, Learning, and Lifelong Activity. Education Sciences, 15(4), 409. https://doi.org/10.3390/educsci15040409