Submitted:
23 July 2025
Posted:
23 July 2025
You are already at the latest version
Abstract
Keywords:
1. Introduction
- How do teachers perceive the usefulness (PU), ease of use (PEU), and behavioral intention (BI) of AR climbing content?
- How are TCK and TPK reflected in the instructional implementation of AR climbing?
- In what ways do TAM and TPACK interact during the instructional design process?
2. Materials and Methods
2.1. Research Design
2.2. Participants
2.3. Semi-Structured Interviews
2.4. Supplementary Survey
2.5. Data Analysis
2.6. Trustworthiness and Ethical Considerations
3. Results
3.1. Technology Acceptance Model (TAM)
3.1.1. Perceived Usefulness (PU)
3.1.2. Perceived Ease of Use (PEU)
3.1.3. Behavioral Intention (BI)
3.2. Technological Pedagogical Content Knowledge (TPACK)
3.2.1. Technological Content Knowledge (TCK)
3.2.2. Technological Pedagogical Knowledge (TPK)
4. Discussion
4.1. Technology Acceptance Model (TAM): Acceptance of AR Climbing in Elementary PE
4.1.1. Perceived Usefulness (PU)
4.1.2. Perceived Ease of Use (PEU)
4.1.3. Behavioral Intention (BI)
4.2. TPACK: Instructional Enactment of AR Climbing in Elementary PE
4.2.1. Technological Content Knowledge (TCK)
4.2.2. Technological Pedagogical Knowledge (TPK)
4.3. Instructional Feasibility of AR-Based PE via TAM–TPACK Integration
5. Policy Implications for Sustainable Integration of Digital Physical Education
6. Limitations and Directions for Future Research
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
- Schmalstieg, D., & Hollerer, T. (2016). Augmented reality: Principles and practice. Addison-Wesley Professional.
- Huang, Y. (2013). Design guidelines and prototype development of a mobile augmented reality education system based on affordance theory (Doctoral dissertation, Hanyang University, Seoul).
- Soltani, P., & Morice, A. H. P. (2020). Augmented reality tools for sports education and training. Computers & Education, 155, 103923. [CrossRef]
- Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” In Proceedings of the 15th International Academic MindTrek Conference (pp. 9–15). [CrossRef]
- Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2022). Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies. Applied Sciences, 12(13), 6809. [CrossRef]
- Gill, A., Irwin, D., Towey, D., Zhang, Y., Li, B., Sun, L., Wang, Z., Yu, W., Zhang, R., & Zheng, Y. (2023, November). Effects of augmented reality gamification on students’ intrinsic motivation and performance. In Proceedings of the 2023 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE) (pp. 1–8). IEEE. [CrossRef]
- Esto, J. B. (2024). Technological pedagogical content knowledge self-efficacy of Filipino physical education teachers in rural communities. The International Journal of Technologies in Learning, 31(1), 91–102. https://www.researchgate.net/publication/382452931.
- Juniu, S. (2011). Pedagogical uses of technology in physical education. Journal of Physical Education, Recreation & Dance, 82(9), 41–49. [CrossRef]
- Estrada-Muñoz, C., Castillo, D., Vega-Muñoz, A., & Boada-Grau, J. (2020). Teacher technostress in the Chilean school system. International Journal of Environmental Research and Public Health, 17(15), 5280. [CrossRef]
- Fernández-Batanero, J. M., Román-Graván, P., Reyes-Rebollo, M. M., & Montenegro-Rueda, M. (2021). Impact of educational technology on teacher stress and anxiety: A literature review. International Journal of Environmental Research and Public Health, 18(2), 548. [CrossRef]
- Sancho-Gil, J. M., Rivera-Vargas, P., & Miño-Puigcercós, R. (2019). Moving beyond the predictable failure of Ed-Tech initiatives. Learning, Media and Technology, 45(1), 61–75. [CrossRef]
- Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–340. [CrossRef]
- Ping, L., & Liu, K. (2020). Using the technology acceptance model to analyze K–12 students’ behavioral intention to use augmented reality in learning. Texas Education Review, 8(2), 37–51. [CrossRef]
- Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017–1054.
- Koh, J. H. L., Chai, C. S., & Tsai, C. C. (2010). Facilitating pre-service teachers’ development of technological pedagogical content knowledge (TPACK). Educational Technology & Society, 13(4), 63–73.
- Rosmawati, Y., Astuti, Y., Wulandari, I., Erianti, & Hartika, R. F. (2023). Application of the technological pedagogical content knowledge (TPACK) learning model in the student measurement and evaluation test course in the department of sports education. Journal of Higher Education Theory and Practice, 23(20), 241–250.
- Moreno-Guerrero, A.-J., Marín-Marín, J.-A., López-Belmonte, J., & Rodríguez-García, A.-M. (2020). Augmented reality as a resource for improving learning in the physical education classroom. International Journal of Environmental Research and Public Health, 17(10), 3637. [CrossRef]
- Lin, M., Yu, L., Ma, X., & Xu, M. (2021). Towards an understanding of situated AR visualization for basketball free-throw training. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1–13). [CrossRef]
- Vignais, N., Kulpa, R., Brault, S., Presse, D., & Bideau, B. (2015). Which technology to investigate visual perception in sport: Video vs. virtual reality. Human Movement Science, 39, 12–26. [CrossRef]
- Alzahrani, N. M. (2020). Augmented reality: A systematic review of its benefits and challenges in E-learning contexts. Applied Sciences, 10(16), 5660. [CrossRef]
- Shin, S., & Kim, H. (2024). Pedagogical competence analysis based on the TPACK model: Focus on VR-based survival swimming instructors. Education Sciences, 14(5), 460. [CrossRef]
- Bores-García, D., Hortigüela-Alcalá, D., Hernández-Jorge, C., & González-Calvo, G. (2024). Educational research on the use of virtual reality combined with a practice teaching style in physical education. Education Sciences, 14(3), 291. [CrossRef]
- Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). SAGE Publications.
- Elo, S., & Kyngäs, H. (2008). The qualitative content analysis process. Journal of Advanced Nursing, 62(1), 107–115. [CrossRef]
- Hsieh, H. F., & Shannon, S. E. (2005). Three approaches to qualitative content analysis. Qualitative Health Research, 15(9), 1277–1288. [CrossRef]
- Eisner, E. W. (2005). Reimagining schools: The selected works of Elliot W. Eisner. Routledge.
- Shenton, A. K. (2004). Strategies for ensuring trustworthiness in qualitative research projects. Education for Information, 22(2), 63–75. [CrossRef]
- Patton, M. Q. (2015). Qualitative research & evaluation methods: Integrating theory and practice (4th ed.). SAGE Publications.
- Saldaña, J. (2016). The coding manual for qualitative researchers (3rd ed.). SAGE Publications.
- Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. SAGE Publications.
- Sindiani, M., Al Shdaifat, E., & Quraan, A. (2025). Social–emotional learning in physical education classes at elementary schools. Frontiers in Psychology, 16, 1499240. [CrossRef]
- Casey, A., & Goodyear, V. A. (2015). Can cooperative learning achieve the four learning outcomes of physical education? A review of literature. Quest, 67(1), 56–72. [CrossRef]
- Opstoel, K., Chapelle, L., Prins, F. J., De Meester, A., Haerens, L., van Tartwijk, J., & De Martelaer, K. (2019). Personal and social development in physical education and sports: A review study. European Physical Education Review, 26(4), 797–813. [CrossRef]
- Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179.
- Brown, E., & Cairns, P. (2004). A grounded investigation of game immersion. In CHI '04 Extended Abstracts on Human Factors in Computing Systems (pp. 1297–1300).
- Venkatesh, V., & Davis, F. D. (2000). A theoretical extension of the technology acceptance model: Four longitudinal field studies. Management Science, 46(2), 186–204.
- Shyr, W.-J., Wei, B.-L., & Liang, Y.-C. (2024). Evaluating students’ acceptance intention of augmented reality in automation systems using the Technology Acceptance Model. Sustainability, 16(5), 2015. [CrossRef]
- Boschman, F., McKenney, S., & Voogt, J. (2014). Exploring teachers' use of TPACK in design talk: The collaborative design of technology-rich early literacy activities. Computers & Education, 82, 250–262. [CrossRef]
- Gibson, J. J. (1979). The ecological approach to visual perception. Houghton Mifflin.
- Shelton, B. E., & Hedley, N. R. (2002, September 29). Using augmented reality for teaching Earth–Sun relationships to undergraduate geography students. Paper presented at The First IEEE International Augmented Reality Toolkit Workshop, Darmstadt, Germany. [CrossRef]
- Angeli, C., & Valanides, N. (2009). Epistemological and methodological issues for the conceptualization, development, and assessment of ICT-TPCK: Advances in technological pedagogical content knowledge (TPCK). Computers & Education, 52(1), 154–168. [CrossRef]
- Harris, J., Mishra, P., & Koehler, M. J. (2009). Teachers’ technological pedagogical content knowledge and learning activity types: Curriculum-based technology integration reframed. Journal of Research on Technology in Education, 41(4), 393–416.
- Jang, J., Ko, Y., Shin, W. S., & Han, I. (2021). Augmented reality and virtual reality for learning: An examination using an extended technology acceptance model. IEEE Access, 9, 6798–6809. [CrossRef]
- 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. [CrossRef]
- Jang, J., Ko, Y., Shin, W. S., & Han, I. (2021). Augmented reality and virtual reality for learning: An examination using an extended technology acceptance model. IEEE Access, 9, 6798–6809. [CrossRef]
- Teo, T. (2011). Factors influencing teachers’ intention to use technology: Model development and test. Computers & Education, 57(4), 2432–2440.
- Koutromanos, G., Mikropoulos, A. T., Mavridis, D., & Christogiannis, C. (2024). The mobile augmented reality acceptance model for teachers and future teachers. Education and Information Technologies, 29, 7855–7893.
- Thohir, M. A., Ahdhianto, E., Mas’ula, S., Yanti, F. A., & Sukarelawan, M. I. (2023). The effects of TPACK and facility condition on preservice teachers’ acceptance of virtual reality in science education course. Contemporary Educational Technology, 15(2), ep407. [CrossRef]
- Bores-García, D., Hortigüela-Alcalá, D., Fernández-Rio, F. J., González-Calvo, G., & Barba-Martín, R. (2021). Research on cooperative learning in physical education: Systematic review of the last five years. Research Quarterly for Exercise and Sport, 92(1), 146–155. [CrossRef]
- Deci, E.L., & Ryan, R.M. (2000). The “What” and “Why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268. [CrossRef]
- Centeio, E. E., Mercier, K., Garn, A. C., Erwin, H., Marttinen, R., & Foley, J. T. (2021). The success and struggles of physical education teachers while teaching online during the COVID-19 pandemic. Journal of Teaching in Physical Education, 40(4), 667–673. [CrossRef]
- Ertmer, P. A. (2005). Teacher pedagogical beliefs: The final frontier in our quest for technology integration? Educational Technology Research and Development, 53(4), 25–39. [CrossRef]
- Cendra, R., Gazali, N., & Mubarok, Z. (2024). Integration of learning technology in physical education: A Technological Pedagogical Content Knowledge (TPACK) theoretical framework. Jendela Olahraga, 9(2), 20–31. [CrossRef]
- Newsome, J. G., & Lederman, N. G. (1999). Examining pedagogical content knowledge: The construct and its implications for science education. Dordrecht: Kluwer Academic Publishers.

| Name | Gender | Age | Years of Teaching Experience | Role |
| Daniel Kim | Male | 38 | 13 years | Head of PE |
| Grace Park | Female | 48 | 25 years | Head of PE |
| Alex Kim | Male | 28 | 3 years | Sports Club Instructor |
| No. | Theoretical Category | Interview Question |
| 1 | TAM-PU | “What educational benefits did AR climbing provide in your physical education class?” |
| 2 | TAM-PEU | “What challenges did you experience when using AR climbing in your PE classes?” |
| 3 | TAM-BI | “Do you plan to continue using AR climbing in the future?” |
| 4 | TAPCK-TCK | “How did you incorporate AR climbing into your lesson objectives, content, methods, and assessments?” |
| 5 | TPACK-TPK | “How can AR climbing be used more effectively in physical education instruction?” |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).