Corresponding Author: Nur Azlina Binti Mohamed Mokmin, Centre for Instructional Technology & Multimedia, Universiti Sains
Malaysia, 11800 USM, Pulau Pinang, Malaysia,+604-6536267
13
Advanced Journal of Technical and Vocational Education, 6 (1): 13-20, 2022
e-ISSN: 2550-2174
© RMP Publications, 2022
DOI: 10.26666/rmp.ajtve.2022.1.3
Augmented Reality Technology in Physical Education: A Systematic Review in Instructional
Design, and AR Implementation Option Over the Last 5 Years.
Ummie Haniffah Binti Ariffin, Nur Azlina Binti Mohamed Mokmin*, and Muhammad Aminuddin Akmal Bin
Mohd Hamizi
Centre for Instructional Technology & Multimedia, Universiti Sains Malaysia,
11800 USM, Pulau Pinang, Malaysia.
Abstract: Augmented Reality (AR) is one of the advanced digital technologies that is being used in education. As
its growth globally, significant research has demonstrated the value of AR as a pedagogical resource in a variety
of educational settings. However, little is known regarding the contribution of AR technology in the teaching and
learning process in the context of Physical Education (PE), necessitating a thorough investigation. Hence, this
systematic review is presented to identify the most commonly used instructional model in developing AR materials
for PE and its implementation option towards undergraduates over the previous 5 years. With a total of 22 research
papers analysed in this review, this paper provides vital insight that meets the study’s objectives. The findings
indicate that ADDIE was the most frequently used instructional design by the previous researchers, and AR
technology adoption was not the only option for undergraduates in the last five years.
Key words: AR Technology, Instructional Design, Digital Learning Application, Physical Education, AR-
Assist Instruction,
INTRODUCTION
Digital technologies are increasingly being employed to
assist in the teaching and learning processes. As the
country was afflicted by a pandemic outbreak, the trend
of incorporating digital learning applications during
lessons grew significantly. Augmented Reality (AR),
one of the forms of digital technologies, is also not left
behind. Unlike virtual reality where the environments
are completely virtual, AR creates a mixed reality that
offers the perception that virtual objects are present in
the real world [1]. AR also has the ability to projects
augmented images to users through optical see-through
displays or see-through video displays, which are most
commonly used in conjunction with a hand-held mobile
device, such as a smartphone or tablet [2]. In light of the
current dominance of gadgets such as tablets and
smartphones in our country today, mobile-based AR has
emerged as the most commercially viable product when
compared to other types of AR technologies such as
projector-based AR or Spatial Augmented Reality
(SAR), and wearable augmented reality (WAR) [3].
In the present age, AR can be used in a variety
of areas including educational aspects. There are a lot of
subjects that are already emphasized in the utilization of
AR. However, for subjects such as Physical Education
(PE), the growth of research study or available AR apps
in the market is still lacking. It is an important course
that was introduced by the Ministry of Education (MOE)
which previously applies video-assisted instruction in
order to integrate the knowledge of sports with skill
drilling [4]. It is also known as one of the subjects for
the K-12 school curriculum in the form of a series of
classes to guide students to become physically educated
by encouraging people to promote good health by the
exploration of sports and health activity [5]. Learning
environments that utilise AR technologies have
previously been known to be effective in promoting an
active learning approach, owing to their ability to
transfer taught knowledge into long-term memory after
it has been learned [6]. In the intersection of AR and PE,
some researchers underlined the suitability of this
technology in PE class [7], [8]. One of the advantages of
incorporating AR technologies into PE is that it can
improve training experiences thanks to the use of a 3D
camera that records every movement of a player which
helps to describe the procedures and possible corrections
based on the collected footage [9]. So that, the students
can practice independently without the need to be
frequently monitored by their coach. Besides that, it also
has great potency to deliver the content in a three-
dimensional perspective, (i) to facilitate simultaneous