
This article the findings reveal that the integration of technologies such as wearable devices, augmented reality (AR), and virtual reality (VR) can significantly enhance the educational experience in physical education and sports training. Specifically, technologies have been found to improve student engagement, personalize learning experiences, and facilitate the real-time assessment of physical activities. However, challenges such as the lack of technical skills among educators, insufficient infrastructure, and concerns about screen time and physical inactivity are also identified.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
