Innovative teaching methods in physical fitness education: integrating technology and gamification to improve student engagement-a systematic review

Background: Physical education plays a vital role in students’ holistic development, yet it often faces low engagement due to monotonous teaching approaches. The integration of technology and gamification has emerged as a promising strategy to enhance motivation and participation in physical fitness education. Objective: This study systematically reviews empirical research on how technology and gamification contribute to student engagement in physical fitness education. Methods: A systematic review method was employed to analyze studies published in the last 15 years, retrieved from academic databases including Google Scholar, PubMed, and Scopus. Inclusion criteria focused on studies involving students and addressing technology and/or gamification in physical fitness education. Results: The review identified multiple studies showing that fitness apps, wearable devices, and virtual reality can significantly enhance motivation and allow real-time performance tracking. Gamification elements such as badges, points, levels, and leaderboards were found to increase participation and foster a competitive yet collaborative learning atmosphere. Several studies reported a 20–30% increase in engagement. However, findings also revealed variation in outcomes depending on context, implementation quality, and access to resources. Some unintended effects, such as performance anxiety from competitive features, were also documented. Conclusion: Technology and gamification hold strong potential to improve engagement in physical fitness education. However, successful implementation depends on infrastructure, teacher readiness, and thoughtful design. Broader and long-term research is recommended to evaluate sustainability and scalability across diverse educational contexts.

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Publication Details

Journal
Retos
Published
2025-06-07
DOI
https://doi.org/10.47197/retos.v68.116064
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
6.89
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article

Innovative teaching methods in physical fitness education: integrating technology and gamification to improve student engagement-a systematic review

Djajati Mariana Lolowang, Fredrik Alfrets Makadada, Nolfie Piri, Fadli Ihsan et al.
2 citations
Retos
Educational Games and Gamification
6.89
article

Innovative teaching methods in physical fitness education: integrating technology and gamification to improve student engagement-a systematic review

Djajati Mariana Lolowang, Fredrik Alfrets Makadada, Nolfie Piri, Fadli Ihsan, Eduard Emor Kumenap
article en
2 citations

Abstract

Background: Physical education plays a vital role in students’ holistic development, yet it often faces low engagement due to monotonous teaching approaches. The integration of technology and gamification has emerged as a promising strategy to enhance motivation and participation in physical fitness education. Objective: This study systematically reviews empirical research on how technology and gamification contribute to student engagement in physical fitness education. Methods: A systematic review method was employed to analyze studies published in the last 15 years, retrieved from academic databases including Google Scholar, PubMed, and Scopus. Inclusion criteria focused on studies involving students and addressing technology and/or gamification in physical fitness education. Results: The review identified multiple studies showing that fitness apps, wearable devices, and virtual reality can significantly enhance motivation and allow real-time performance tracking. Gamification elements such as badges, points, levels, and leaderboards were found to increase participation and foster a competitive yet collaborative learning atmosphere. Several studies reported a 20–30% increase in engagement. However, findings also revealed variation in outcomes depending on context, implementation quality, and access to resources. Some unintended effects, such as performance anxiety from competitive features, were also documented. Conclusion: Technology and gamification hold strong potential to improve engagement in physical fitness education. However, successful implementation depends on infrastructure, teacher readiness, and thoughtful design. Broader and long-term research is recommended to evaluate sustainability and scalability across diverse educational contexts.

RetosVol. 68
Yogyakarta State University (ID), Manado State University (ID)
Openalex Percentile: Top 4%
Educational Games and Gamification
6.89
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