Integrating augmented reality into physical education: a comparative study on traditional and technology-assisted learning approaches

Introduction: The use of technology in physical education is increasingly recognized for its potential to enhance student en-gagement and learning outcomes. Augmented Reality (AR) offers immersive and interactive learning experiences that may improve cognitive, affective, and psychomotor development.Objective: This study aimed to analyze the impact of AR-based learning on cognitive understanding, motivation, and motor skill performance among junior high school students.Methodology: A true experimental Pretest-Posttest Control Group Design was used with 64 students (M = 14.0 years, SD = 1.2), selected through cluster random sampling. Participants were divided into an experimental group (AR-based learning) and a control group (traditional learning). Learning out-comes were assessed using validated cognitive tests, the Physical Education Learning Motivation Questionnaire (PE-LMQ), and standardized psychomotor skill assessments.Discussion: Results showed that students in the AR group experienced significantly greater improvements across all domains. Cognitive scores increased by 23.7 points versus 12.5 in the control group (t = 6.375, p < 0.001). Affective improve-ments were observed in motivation (+0.9 vs. +0.6), engagement (+0.8 vs. +0.5), and attitude (+0.7 vs. +0.4), all statistically significant (p < 0.01). Psy-chomotor improvements included better dribbling (-2.2 sec vs. -1.1 sec), passing-ing and receiving (+2.5 vs. +1.3), and shooting accu-racy (+23.8% vs. +13.1%), with p < 0.001.Conclusion: AR-based learning proved more effective than traditional methods in enhancing comprehension, motivation, and motor skills. Its integration into physical education curricula is recommended to support innovative and impactful learning.

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Publication Details

Journal
Retos
Published
2025-07-14
DOI
https://doi.org/10.47197/retos.v69.114639
Primary Topic
Educational Games and Gamification
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article
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article

Integrating augmented reality into physical education: a comparative study on traditional and technology-assisted learning approaches

Rifqi Festiawan, Idah Tresnowati, Syahrir Syahrir, Gilang Nuari Panggraita et al.
Retos
Educational Games and Gamification
article

Integrating augmented reality into physical education: a comparative study on traditional and technology-assisted learning approaches

Rifqi Festiawan, Idah Tresnowati, Syahrir Syahrir, Gilang Nuari Panggraita, ⁠⁠Tri Ani Hastuti, Taufik Rahman, Eko Prabowo, Muchtar Hendra Hasibuan, Wawan Sundawan Suherman, Eko Sumanto
article en

Abstract

Introduction: The use of technology in physical education is increasingly recognized for its potential to enhance student en-gagement and learning outcomes. Augmented Reality (AR) offers immersive and interactive learning experiences that may improve cognitive, affective, and psychomotor development.Objective: This study aimed to analyze the impact of AR-based learning on cognitive understanding, motivation, and motor skill performance among junior high school students.Methodology: A true experimental Pretest-Posttest Control Group Design was used with 64 students (M = 14.0 years, SD = 1.2), selected through cluster random sampling. Participants were divided into an experimental group (AR-based learning) and a control group (traditional learning). Learning out-comes were assessed using validated cognitive tests, the Physical Education Learning Motivation Questionnaire (PE-LMQ), and standardized psychomotor skill assessments.Discussion: Results showed that students in the AR group experienced significantly greater improvements across all domains. Cognitive scores increased by 23.7 points versus 12.5 in the control group (t = 6.375, p < 0.001). Affective improve-ments were observed in motivation (+0.9 vs. +0.6), engagement (+0.8 vs. +0.5), and attitude (+0.7 vs. +0.4), all statistically significant (p < 0.01). Psy-chomotor improvements included better dribbling (-2.2 sec vs. -1.1 sec), passing-ing and receiving (+2.5 vs. +1.3), and shooting accu-racy (+23.8% vs. +13.1%), with p < 0.001.Conclusion: AR-based learning proved more effective than traditional methods in enhancing comprehension, motivation, and motor skills. Its integration into physical education curricula is recommended to support innovative and impactful learning.

RetosVol. 69
Yogyakarta State University (ID), Jenderal Soedirman University (ID), State University of Jakarta (ID), Universitas Pekalongan (ID), Universitas PGRI Semarang (ID), Universitas Muhammadiyah Tapanuli Selatan (ID)
Openalex Percentile: Top 82%
Educational Games and Gamification
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