Utilizing Digital Technology in Physical Education: A Review of the Latest Methods and Platforms

  • Muh Ilham Aksir Universitas Negeri Makassar
Keywords: Digital Learning, Digital Technology, Physical Activity, Physical Education, Teaching Methods

Abstract

The digital transformation of physical education has created a new paradigm of learning that is interactive, adaptive, and data-driven. This study aims to review recent methods and digital platforms applied in sports education by analyzing national and international research published between 2020 and 2025. A descriptive–analytical approach was employed by synthesizing 30 peer-reviewed studies from reputable journals. The findings reveal that the integration of technologies such as learning management systems, wearable trackers, virtual reality, mobile applications, and innovative teaching models (e.g., flipped classroom and gamification) consistently enhances students’ motivation, engagement, and instructional effectiveness in physical education. Nevertheless, challenges remain, including limited infrastructure, teachers’ digital competency gaps, and ethical issues concerning data privacy. The study concludes that the successful implementation of digital technologies in physical education depends on human resource readiness, supportive educational policies, and strengthened digital literacy. It recommends the integration of technology-based curricula and continuous professional development to build an inclusive, secure, and globally competitive digital physical education ecosystem.The digital transformation of physical education has created a new paradigm of learning that is interactive, adaptive, and data-driven. This study aims to review recent methods and digital platforms applied in sports education by analyzing national and international research published between 2020 and 2025. A descriptive–analytical approach was employed by synthesizing 30 peer-reviewed studies from reputable journals. The findings reveal that the integration of technologies such as learning management systems, wearable trackers, virtual reality, mobile applications, and innovative teaching models (e.g., flipped classroom and gamification) consistently enhances students’ motivation, engagement, and instructional effectiveness in physical education. Nevertheless, challenges remain, including limited infrastructure, teachers’ digital competency gaps, and ethical issues concerning data privacy. The study concludes that the successful implementation of digital technologies in physical education depends on human resource readiness, supportive educational policies, and strengthened digital literacy. It recommends the integration of technology-based curricula and continuous professional development to build an inclusive, secure, and globally competitive digital physical education ecosystem.

Downloads

Download data is not yet available.

References

Ahn, D., & Lim, H. (2025). Exploring K-12 Physical Education Teachers’ Perspectives on Opportunities and Challenges of AI Integration Through Ideation Workshops.
Almusawi, H. A., Durugbo, C. M., & Bugawa, A. M. (2021). Innovation in physical education: Teachers’ perspectives on readiness for wearable technology integration. Computers & Education, 167. https://doi.org/10.1016/j.compedu.2021.104185
Astuti, A. T. (2022). IMPLEMENTASI BLENDED LEARNING PADA PEMBELAJARAN PENDIDIKAN JASMANI, OLEHRAGA, DAN KESEHATAN DI MASA PANDEMI COVID-19 BERDASARKAN MINAT BELAJAR SISWA.
Au, W. W., Recchia, F., Fong, D. Y., Wong, S. H. S., Chan, D. K. C., Capio, C. M., Yu, C. C. W., Wong, S. W. S., Sit, C. H. P., Ip, P., Chen, Y.-J., Thompson, W. R., & Siu, P. M. (2024). Effect of wearable activity trackers on physical activity in children and adolescents: A systematic review and meta-analysis. The Lancet Digital Health, 6(9), e625–e639. https://doi.org/10.1016/S2589-7500(24)00139-0
Camacho-Sánchez, R., Manzano-León, A., Rodríguez-Ferrer, J. M., Serna, J., & Lavega-Burgués, P. (2023). Game-Based Learning and Gamification in Physical Education: A Systematic Review. Education Sciences, 13(2), 183. https://doi.org/10.3390/educsci13020183
El-Tanahi, N., Soliman, M., Abdel Hady, H., Alfrehat, R., Faid, R., Abdelmoneim, M., Torki, M., & Hamoudah, N. (2023). The Effectiveness of Gamification in Physical Education: A Systematic Review. International Journal of Education in Mathematics, Science and Technology, 12(2), 406–417. https://doi.org/10.46328/ijemst.4005
Fadilla, D. A., & Nurfadhilah, S. (2022). Penerapan Gamification Untuk Meningkatkan Motivasi Belajar Siswa Dalam Pembelajaran Jarak Jauh. Inovasi Kurikulum, 19(1), 33–43. https://doi.org/10.17509/jik.v19i1.42778
Fang, L. (2022). Construction of Physical Education Quality Evaluation Index and Analysis with Wearable Device. Computational Intelligence and Neuroscience, 2022, 1–9. https://doi.org/10.1155/2022/1190394
Fletcher, C., Iannucci, C., & Scanlon, D. (2024). A teacher’s self-study of digitally-enabled assessment practices to support enhancements in assessment literacy in primary physical education. Curriculum Studies in Health and Physical Education, 15(3), 255–273. https://doi.org/10.1080/25742981.2023.2265903
Frenk, J., Chen, L. C., Chandran, L., Groff, E. O. H., King, R., Meleis, A., & Fineberg, H. V. (2022). Challenges and opportunities for educating health professionals after the COVID-19 pandemic. The Lancet, 400(10362), 1539–1556. https://doi.org/10.1016/S0140-6736(22)02092-X
Gil-Espinosa, F. J., Nielsen-Rodríguez, A., Romance, R., & Burgueño, R. (2022). Smartphone applications for physical activity promotion from physical education. Education and Information Technologies, 27(8), 11759–11779. https://doi.org/10.1007/s10639-022-11108-2
Giurgiu, M., Kolb, S., Nigg, C., Burchartz, A., Timm, I., Becker, M., Rulf, E., Doster, A.-K., Koch, E., Bussmann, J. B. J., Nigg, C., Ebner-Priemer, U. W., & Woll, A. (2022). Assessment of 24-hour physical behaviour in children and adolescents via wearables: A systematic review of free-living validation studies. BMJ Open Sport & Exercise Medicine, 8(2), e001267. https://doi.org/10.1136/bmjsem-2021-001267
Jastrow, F., Greve, S., Thumel, M., Diekhoff, H., & Süßenbach, J. (2022). Digital technology in physical education: A systematic review of research from 2009 to 2020. German Journal of Exercise and Sport Research, 52(4), 504–528. https://doi.org/10.1007/s12662-022-00848-5
Mateo-Orcajada, A., Abenza-Cano, L., López-Miñarro, P. Á., Meroño, L., Gallardo-Guerrero, A. M., Morales-Belando, M. D. L. T., González-Gálvez, N., Espeso-García, A., Abelleira-Lamela, T., Gómez-Cuesta, N., García-Velez, A. J., Albaladejo-Saura, M., Esparza-Ros, F., & Vaquero-Cristóbal, R. (2025). Analyzing the keys to the design of a mobile application for physical activity for school and out-of-school use from the perspective of adolescents, teachers, coaches, managers, and experts. PLOS One, 20(5), e0322074. https://doi.org/10.1371/journal.pone.0322074
Nishi, S. K., Kavanagh, M. E., Ramboanga, K., Ayoub-Charette, S., Modol, S., Dias, G. M., Kendall, C. W. C., Sievenpiper, J. L., & Chiavaroli, L. (2024). Effect of digital health applications with or without gamification on physical activity and cardiometabolic risk factors: A systematic review and meta-analysis of randomized controlled trials. eClinicalMedicine, 76, 102798. https://doi.org/10.1016/j.eclinm.2024.102798
Nurafiati, S., & Angriawan, T. (2025). Transformasi model berdiferensiasi berbasis teknologi pada pembelajaran penjas di perguruan tinggi Makassar. Jurnal Pendidikan Jasmani Indonesia, 21(1), 21–30. https://doi.org/10.21831/jpji.v21i1.78645
Nyrhinen, J., Sirola, A., Koskelainen, T., Munnukka, J., & Wilska, T.-A. (2024). Online antecedents for young consumers’ impulse buying behavior. Computers in Human Behavior, 153, 108129. https://doi.org/10.1016/j.chb.2023.108129
Oh, C., Carducci, B., Vaivada, T., & Bhutta, Z. A. (2022). Interventions to Promote Physical Activity and Healthy Digital Media Use in Children and Adolescents: A Systematic Review. Pediatrics, 149(Supplement 6), e2021053852I. https://doi.org/10.1542/peds.2021-053852I
Østerlie, O., Kristensen, G. O., Holland, S. K., Camacho Miñano, M. J., & Whatman, S. (2025). Digital technology use in physical education teacher education: A scoping review. Sport, Education and Society, 1–15. https://doi.org/10.1080/13573322.2025.2474631
Pérez-Muñoz, S., Castaño Calle, R., Morales Campo, P. T., & Rodríguez-Cayetano, A. (2024). A Systematic Review of the Use and Effect of Virtual Reality, Augmented Reality and Mixed Reality in Physical Education. Information, 15(9), 582. https://doi.org/10.3390/info15090582
Putranto, J. S., Heriyanto, J., Kenny, Achmad, S., & Kurniawan, A. (2023). Implementation of virtual reality technology for sports education and training: Systematic literature review. Procedia Computer Science, 216, 293–300. https://doi.org/10.1016/j.procs.2022.12.139
Röglin, L., Stoll, O., PhD, S. K., Niedecken, A. L. M., & Ketelhut, K. (2024). A 3-month school-based exergaming intervention increases students’ physical self-concept: A randomized controlled trial. German Journal of Exercise and Sport Research, 54, 598–608.
Sabillah, M. I., & Nasrulloh, A. (2022). Pelaksanaan Pembelajaran Pendidikan Jasmani Olahraga Kesehatan Berbasis Blended Learning di Era Pandemi Covid 19. Jurnal Pendidikan Jasmani Indonesia, 18(1), 16–26. https://doi.org/10.21831/jpji.v18i1.47652
Saiz-González, P., Sierra-Díaz, J., Cecchini, J. A., & Fernandez-Rio, J. (2025). Delving into the ‘why, what, and what for’ of digital technology use in physical education. Education and Information Technologies, 30(13), 18733–18748. https://doi.org/10.1007/s10639-025-13547-z
Saiz-González, P., Sierra-Díaz, J., Iglesias, D., & Fernandez-Rio, J. (2025). Exploring physical education teachers’ willingness and barriers to integrating digital technology in their lessons. Education and Information Technologies, 30(5), 5965–5987. https://doi.org/10.1007/s10639-024-13060-9
Surya, T., Gustiawati, R., & Rahayu, E. T. (2024). Analisis Kebutuhan Pengembangan Multimedia Intraktif Aktivitas Kebugaran Jasmani Siswa Sekolah Menengah Pertama. Multilateral : Jurnal Pendidikan Jasmani dan Olahraga, 23(4), 44. https://doi.org/10.20527/multilateral.v23i4.20875
Wahyono, M., Putra, I. B., Utomo, G. M., & Kusuma, A. I. (2025). Integrasi Teknologi Wearable Fitness Tracker pada Pembelajaran Pendidikan Jasmani dalam Meningkatkan Keaktifan dan Kebugaran Siswa. Jurnal Pendidikan Kesehatan Rekreasi, 11(1), 67–75. https://doi.org/10.59672/jpkr.v11i1.4238
Wang, C., Yuan, Y., & Ji, X. (2024). Effects of blended learning in physical education on university students’ exercise attitudes and basketball skills: A cluster randomized controlled trial. BMC Public Health, 24(1), 3170. https://doi.org/10.1186/s12889-024-20469-x
Wang, J., Yang, Y., Liu, H., & Jiang, L. (2023). Enhancing the college and university physical education teaching and learning experience using virtual reality and particle swarm optimization. Soft Computing, 28, 1277–1294.
Widodo, A., Irianto, D. P., Graha, A. S., Yudanto, Y., Juniarta, T., & Bachtiar, B. (2022). Analisis Kebutuhan Pengembangan E-Modul Personalized System of Instruction pada Pembelajaran Daring Pendidikan Jasmani. Jurnal Pendidikan Jasmani Indonesia, 18(1), 69–77. https://doi.org/10.21831/jpji.v18i1.49006
Wort, G. K., Wiltshire, G., Peacock, O., Sebire, S., Daly-Smith, A., & Thompson, D. (2021). Teachers’ Perspectives on the Acceptability and Feasibility of Wearable Technology to Inform School-Based Physical Activity Practices. Frontiers in Sports and Active Living, 3, 777105. https://doi.org/10.3389/fspor.2021.777105
Wu, D., Guo, Z., Wang, Y., & Li, Z. (2024). Auxiliary analysis of digital platform using internet of things technology in physical education teaching. Education and Information Technologies, 29, 15855–15874.
Wu, Q., Han, Z., Hao, Z., Chen, J., & Pan, Y. (2025). Impact of flipped classroom method in physical education on the intrinsic motivation, self-efficacy, and learning satisfaction: A meta-analysis. PLOS One, 20(5), e0324609. https://doi.org/10.1371/journal.pone.0324609
Zhao, M., Lu, X., Zhang, Q., Zhao, R., Wu, B., Huang, S., & Li, S. (2024). Effects of exergames on student physical education learning in the context of the artificial intelligence era: A meta-analysis. Scientific Reports, 14(1), 7115. https://doi.org/10.1038/s41598-024-57357-8
Published
2025-12-04
How to Cite
Muh Ilham Aksir. (2025). Utilizing Digital Technology in Physical Education: A Review of the Latest Methods and Platforms. Journal Physical Health Recreation (JPHR), 6(1), 183-193. https://doi.org/10.55081/jphr.v6i1.5231