The effect of Augmented Reality (AR) to enhance learning motivation, cognitive intelligence, and self-efficacy in Physical Education

Introduction: Technological innovation in education, particularly Augmented Reality (AR), presents new opportunities to enhance motivation, cognitive abilities, and self-efficacy in physical education. Objective: This study aimed to examine the effects of AR-based learning on students’ learning m...

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Main Authors: Rifqi Festiawan, Eko Sumanto, Jose Vicente Garcia Jimenez, Arisman Arisman, Taufik Rahman, Danang Endarto Putro, Syahrir Syahrir, Eko Prabowo, Muchtar Hendra Hasibuan, Catur Wahyu Priyanto
Format: Article
Language:English
Published: FEADEF 2025-07-01
Series:Retos: Nuevas Tendencias en Educación Física, Deportes y Recreación
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Online Access:http://www.revistaretos.org/index.php/retos/article/view/114254
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author Rifqi Festiawan
Eko Sumanto
Jose Vicente Garcia Jimenez
Arisman Arisman
Taufik Rahman
Danang Endarto Putro
Syahrir Syahrir
Eko Prabowo
Muchtar Hendra Hasibuan
Catur Wahyu Priyanto
author_facet Rifqi Festiawan
Eko Sumanto
Jose Vicente Garcia Jimenez
Arisman Arisman
Taufik Rahman
Danang Endarto Putro
Syahrir Syahrir
Eko Prabowo
Muchtar Hendra Hasibuan
Catur Wahyu Priyanto
author_sort Rifqi Festiawan
collection DOAJ
description Introduction: Technological innovation in education, particularly Augmented Reality (AR), presents new opportunities to enhance motivation, cognitive abilities, and self-efficacy in physical education. Objective: This study aimed to examine the effects of AR-based learning on students’ learning motivation, cognitive intelligence, and self-efficacy in physical education. Methodology: A true experimental design (Randomized Pretest-Posttest Control Group Design) was used. The population comprised 864 students of SMP Negeri 1 Purwokerto, with 96 students (M = 13.5 years, SD = 1.0) selected via simple random sampling. Instruments included the Physical Education Learning Motivation Questionnaire (PE-LMQ, Validity = 0.871, Reliability = 0.912), the Digit Span Test from WAIS/WISC (Validity = 0.911, Reliability = 0.943), and the Academic Self-Efficacy Scale (ASES, Validity = 0.889, Reliability = 0.907). Data were analyzed using normality, homogeneity, paired t-tests, and independent t-tests. Discussion: Results showed that the data met assumptions for normality (sig = 0.421) and homogeneity (sig = 0.519). AR-based learning had a significant effect on all measured aspects (sig = 0.000), while the control group also showed effects (sig = 0.041). A significant difference between groups was found (sig = 0.001). Conclusion: AR-based learning significantly improves motivation, cognitive intelligence, and self-efficacy in physical education, and outperforms traditional direct teaching models.
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institution Kabale University
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1988-2041
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series Retos: Nuevas Tendencias en Educación Física, Deportes y Recreación
spelling doaj-art-57a340bbb3e14466a36caac9ff711d682025-08-20T03:32:57ZengFEADEFRetos: Nuevas Tendencias en Educación Física, Deportes y Recreación1579-17261988-20412025-07-017010.47197/retos.v70.114254The effect of Augmented Reality (AR) to enhance learning motivation, cognitive intelligence, and self-efficacy in Physical EducationRifqi Festiawan0https://orcid.org/0000-0003-0984-4341Eko Sumanto1Jose Vicente Garcia Jimenez2https://orcid.org/0000-0001-7731-2609Arisman Arisman3https://orcid.org/0000-0002-1689-8754Taufik Rahman4Danang Endarto Putro5https://orcid.org/0009-0007-2766-5917Syahrir Syahrir6Eko Prabowo7Muchtar Hendra Hasibuan8Catur Wahyu Priyanto9Jenderal Soedirman UniversityUniversitas Jenderal SoedirmanUniversidad de Murcia Universitas RokaniaSTKIP PGRI Sumenep STKIP PGRI Pacitan Universitas Werisar Universitas Negeri JakartaUniversitas Negeri JakartaUniversitas Wahid Hasyim Introduction: Technological innovation in education, particularly Augmented Reality (AR), presents new opportunities to enhance motivation, cognitive abilities, and self-efficacy in physical education. Objective: This study aimed to examine the effects of AR-based learning on students’ learning motivation, cognitive intelligence, and self-efficacy in physical education. Methodology: A true experimental design (Randomized Pretest-Posttest Control Group Design) was used. The population comprised 864 students of SMP Negeri 1 Purwokerto, with 96 students (M = 13.5 years, SD = 1.0) selected via simple random sampling. Instruments included the Physical Education Learning Motivation Questionnaire (PE-LMQ, Validity = 0.871, Reliability = 0.912), the Digit Span Test from WAIS/WISC (Validity = 0.911, Reliability = 0.943), and the Academic Self-Efficacy Scale (ASES, Validity = 0.889, Reliability = 0.907). Data were analyzed using normality, homogeneity, paired t-tests, and independent t-tests. Discussion: Results showed that the data met assumptions for normality (sig = 0.421) and homogeneity (sig = 0.519). AR-based learning had a significant effect on all measured aspects (sig = 0.000), while the control group also showed effects (sig = 0.041). A significant difference between groups was found (sig = 0.001). Conclusion: AR-based learning significantly improves motivation, cognitive intelligence, and self-efficacy in physical education, and outperforms traditional direct teaching models. http://www.revistaretos.org/index.php/retos/article/view/114254Augmented RealityCognitive IntelligenceLearning MediaLearning MotivationSelf-Efficacy
spellingShingle Rifqi Festiawan
Eko Sumanto
Jose Vicente Garcia Jimenez
Arisman Arisman
Taufik Rahman
Danang Endarto Putro
Syahrir Syahrir
Eko Prabowo
Muchtar Hendra Hasibuan
Catur Wahyu Priyanto
The effect of Augmented Reality (AR) to enhance learning motivation, cognitive intelligence, and self-efficacy in Physical Education
Retos: Nuevas Tendencias en Educación Física, Deportes y Recreación
Augmented Reality
Cognitive Intelligence
Learning Media
Learning Motivation
Self-Efficacy
title The effect of Augmented Reality (AR) to enhance learning motivation, cognitive intelligence, and self-efficacy in Physical Education
title_full The effect of Augmented Reality (AR) to enhance learning motivation, cognitive intelligence, and self-efficacy in Physical Education
title_fullStr The effect of Augmented Reality (AR) to enhance learning motivation, cognitive intelligence, and self-efficacy in Physical Education
title_full_unstemmed The effect of Augmented Reality (AR) to enhance learning motivation, cognitive intelligence, and self-efficacy in Physical Education
title_short The effect of Augmented Reality (AR) to enhance learning motivation, cognitive intelligence, and self-efficacy in Physical Education
title_sort effect of augmented reality ar to enhance learning motivation cognitive intelligence and self efficacy in physical education
topic Augmented Reality
Cognitive Intelligence
Learning Media
Learning Motivation
Self-Efficacy
url http://www.revistaretos.org/index.php/retos/article/view/114254
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