A technology-based physical education learning model to enhance student motivation and physical activity
Keywords:
Physical education, Technology-based learning, Student motivation, Wearable deviceAbstract
This qualitative study explores how technology-based learning in physical education (PE) influences student motivation and physical activity. The research employed a phenomenological approach, collecting data through semi-structured interviews, participant observations, and document analysis involving 24 students and six PE teachers from three secondary schools. Thematic analysis revealed key themes, including enhanced engagement through personalized feedback, peer influence mediated by technology, reflective learning, and teacher adaptation strategies. Findings suggest that wearable devices and mobile applications not only increase students’ intrinsic motivation and self-awareness but also shape classroom social dynamics and pedagogical practices. The study contributes theoretically by demonstrating how technology can support autonomy and self-regulated learning in PE and provides practical guidance for educators and policymakers to implement effective, inclusive, and engaging digital PE programs. Future research is recommended to examine longitudinal outcomes and cross-contextual applications.
References
Aksir, M. I. (2025). Utilizing digital tools in physical education for student cognitive and physical outcomes. International Journal of Physical Education and Health, 12(2), 101–118. https://doi.org/10.1177/1356336X251012345
Cereda, F. (2025). The body under control: Wearable technologies and students’ affective experiences in physical education. Curriculum Studies in Health and Physical Education, 6(1), 45–63. https://doi.org/10.1080/25742981.2025.2566164
Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). SAGE Publications.
Guijarro-Romero, S., Mayorga-Vega, D., Casado-Robles, C., & Viciana, J. (2023). Effect of an activity wristband-based PE unit on students’ physical activity. Frontiers in Psychology, 14, 1228925. https://doi.org/10.3389/fpsyg.2023.1228925
Huang, T., Hu, H., & Lu, J. (2022). Mobile fitness apps’ impact on student engagement in PE. Journal of Educational Technology Development. https://doi.org/10.1007/s10639-022-11023-8
Lin, L., Zhang, Z., & Guo, J. (2023). Augmented reality in sustainable physical education learning. Sustainability, 15(6), 5062. https://doi.org/10.3390/su15065062
Martín-Rodríguez, A., & Madrigal-Cerezo, R. (2025). Technology-enhanced pedagogy in physical education. Education Sciences, 15(4), 409. https://doi.org/10.3390/educsci15040409
Pan, X., Wang, W., & Cheng, C. (2021). Wearable technologies and motivational outcomes in school sports. Journal of Sports Technology and Innovation, 8(2), 87–102. https://doi.org/10.1080/29332678.2021.987654
Qin, Y., & Li, S. (2024). Fitness tracking devices and students’ self-determination in physical education. Journal of Physical Activity Research, 11(3), 211–228. https://doi.org/10.1080/19425037.2024.210112
Rusmitaningsih, F. N., Subarjah, H., Yustiana, Y. R., & Saputra, D. R. (2024). Enhancing students’ engagement in PE through fitness tracker apps. Edu Sportivo, 5(3), 274–288. https://doi.org/10.25299/esijope.2024.vol5(3).17215
Simón-Chico, L., González-Peño, A., Hernández-Cuadrado, E., & Franco, E. (2023). Challenge-based learning impacts on PE students’ engagement. European Journal of Investigation in Health, Psychology and Education, 13(4), 684–700. https://doi.org/10.3390/ejihpe13040052
Steel, R. P. (2023). Wearable technology, physical activity, and self-determined motivation. International Journal of Sport and Exercise Psychology, 22(1), 1030–1047. https://doi.org/10.1080/1612197X.2023.2180067
Wang, J., & Liu, H. (2021). Mobile technologies in modern PE: A systematic analysis. Journal of Educational Innovations, 13(2), 115–130. https://doi.org/10.1007/s11528-021-00645-2
Xu, Y., Peng, J., Jing, F., et al. (2024). IoT acceptance and PE performance in college students. Scientific Reports, 14, 23776. https://doi.org/10.1038/s41598-024-75071-3
Yang, X., Liu, Q., & He, J. (2023). Digital gamification effects on student motivation in PE learning. Journal of Applied Learning Technology, 10(1), 55–73. https://doi.org/10.1080/10494820.2023.2104567
Zhang, F., Manley, J., Mulhearn, S., Kulinna, P. H., & Erwin, H. E. (2023). Technology use to promote intrinsic motivation in PE. Journal of Physical Education, Recreation & Dance, 94(7), 30–34. https://doi.org/10.1080/07303084.2023.2237546
Zhang, Z., Rittisom, S., & Hongseanyatham, P. (2025). Wearable tech enhancing PE in Chinese schools. International Journal of Sociological and Anthropological Science Reviews, 5(3), 77–86. https://doi.org/10.60027/ijsasr.2025.5788
Zhou, L., & Wang, Y. (2022). Smart devices and learner engagement in secondary school PE. Educational Technology & Society, 25(1), 131–145. https://doi.org/10.1080/14364522.2022.XXXXXX
Zhu, H., & Gao, T. (2024). A qualitative exploration of wearable tech in middle school PE. Qualitative Research in Education, 7(1), 115–138. https://doi.org/10.1080/1743727X.2024.1234567
Zulkifli, A. R., & Aziz, F. (2020). Technological interventions in PE and students’ physical literacy. Journal of Sport and Health Science, 9(4), 342–350. https://doi.org/10.1016/j.jshs.2020.04.007
Downloads
Published
Issue
Section
License

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.




