A Systematic Literature Review of Serious Games for Physical Education: Technologies, Implementations, and Evaluations

Yunifa Miftachul Arif
a
,
Fresy Nugroho
b
,
Qurrotul Aini
c
,
Abd. Charis Fauzan
d
,
Manuel B. Garcia
e
a Universitas Islam Negeri Maulana Malik Ibrahim Malang, Indonesia
b Universitas Islam Negeri Maulana Malik Ibrahim Malang
c Universitas Islam Negeri Syarif Hidayatullah Jakarta, Indonesia
d Universitas Nahdlatul Ulama Blitar, Indonesia
e FEU Institute of Technology, Philippines
Abstract: This chapter examines the potential of serious games in physical education, focusing on technology integration, implementation, and evaluation. It explores how serious games enhance learning outcomes, curriculum integration, and user engagement by merging AI technologies with learning theories. Aimed at educators, researchers, and developers, the chapter uses a systematic literature review and case studies to illustrate practical applications. It highlights various technologies like exergaming, game-based learning models, and computer-aided tools, showing their impact on student motivation and engagement. Despite challenges like cost and training needs, the chapter underscores the promise of AR, VR, MR, and immersive tools in revolutionizing physical education. Through adaptive programs, culturally responsive pedagogies, and diverse evaluation methods, the chapter demonstrates the effectiveness of serious games in creating inclusive and engaging physical education programs while addressing the need for cost-effective solutions and comprehensive training for educators.