Gamification in athletics for future martial arts coaches
DOI:
https://doi.org/10.15391/ed.2026-2.02Keywords:
gamification, athletics, sports coaches, martial arts, higher education, self-determination theory, Internet of Things, digital competence, professional training, motivation, instructional designAbstract
Purpose. To present and provide a scientific rationale for a comprehensive model of gamified athletics instruction for future martial arts coaches as an innovative instrument for the professionalization of higher sports education. Material and Methods. The methodological framework of the study was based on an integration of theoretical, analytical, and statistical methods. Analysis, synthesis, generalization, and systematization of scholarly sources on gamification, digital technologies, and education were employed. A design-oriented approach and an author-developed questionnaire were used to verify the proposed framework. The study involved 10 academic staff members from higher education institutions specializing in sport sciences. Internal consistency (Cronbach’s alpha), content validity (I-CVI, S-CVI/Ave), and inter-expert agreement (Cohen’s Kappa) were assessed. Results: a comprehensive framework for implementing a gamified approach to teaching athletics to future martial arts coaches in higher education is substantiated. The proposed framework is grounded in self-determination theory, flow theory, and constructivist learning approaches, and emphasizes the interrelationship between motivation, self-regulation, and the development of professional competencies. It integrates motivational mechanics (missions, levels, badges, experience points, quests, and leaderboards) with digital learning environments, learning management systems, mobile applications, and Internet of Things technologies, thereby ensuring formative assessment and continuous monitoring of learning progress. The results of the expert survey indicate an overall positive perception of the proposed framework, with mean values corresponding to moderate to high levels of agreement with the assessed statements. The questionnaire demonstrated high internal consistency (Cronbach’s α=0,88) and substantial inter-rater agreement (Cohen’s κ=0,78), confirming its reliability and stability. Overall, the findings suggest that the proposed gamified learning framework is theoretically grounded and methodologically suitable for the initial verification of gamified athletics instruction within the professional training system of future martial arts coaches. Conclusions. The proposed gamification model is a theoretically grounded and methodologically sound tool for improving the quality of professional training of future martial arts coaches. Its implementation is oriented toward fostering intrinsic motivation, self-regulation, and the formation of professional identity.
References
Бондаренко, Р., Коваль, С., Абдула, А., Кофанов, І., & Єфременко, А. (2025). Гейміфікація кондиційного тренування футболістів з використанням вправ легкої атлетики: можливості інтернету речей. Освіта. Інноватика. Практика, 13(10), 8–15. https://doi.org/10.31110/2616-650X-vol13i10-001
Єфременко, А., Пятисоцька, С., & Подрігало, Л. (2024). Кондиційне тренування кіберспортсменів з використанням мобільних додатків. Інформаційні технології і засоби навчання, 5(103), 136-150. https://doi.org/10.33407/itlt.v103i5.5771
Єфременко, А., Колоколов, В., Позднякова, М., & Пятисоцька, С. (2025a). Ігрові технології віртуальної та доповненої реальності в фізичному вихованні: огляд ефективності. Спортивні ігри, 1(35), 5–15. https://doi.org/10.15391/si.2025-1.01
Єфременко, А., Пятисоцька, С., Крайник, Я., Федорина, Т., Фоменко, В., & Долгарева, Т. (2025b). Інтеграція мобільних технологій у фізичне виховання: систематичний огляд підходів до цифрового навчання (2014–2025). Інформаційні технології і засоби навчання, 110(6), 1-23. https://doi.org/10.33407/itlt.v110i6.6324
Жогло, В., Хмелюк, О., & Єфременко, А. (2024). Впровадження інноваційних технологій в тренувальний процес єдиноборців. Єдиноборства, 4(34), 43–51. https://doi.org/10.15391/ed.2024-4.06
Ariadi, M. G., Bayu, W. I., & Solahuddin, S. (2025). Improving martial arts education through gamified learning: The case of Pencak Silat with Quizizz. Physical Education and Sports: Studies and Research, 4(2), 186-194. https://doi.org/10.56003/pessr.v4i2.579
Bonn, B., Klees, A., Schué, N., & Koerner, S. (2025). Learning self-defence on the go? A review of mobile applications. Martial Arts Studies, 17. https://doi.org/10.18573/mas.211
Bourahmoune, K., Ishac, K., & Carmichael, M. G. (2023). A remote training platform for learning physical skills using an AI powered virtual coach and a novel IoT sensing mat. In SIGGRAPH Asia 2023 Posters (SA Posters ’23), 1-2. https://doi.org/10.1145/3610542.3640770
Chen, S., & Chen, H. (2022). Influence of Intelligent Internet of Things Technology on Taekwondo Athletes’ Competitive Ability. Scientific Programming, 2022, 9250914. https://doi.org/10.1155/2022/9250914
Chye, C., Sakamoto, M., & Nakajima, T. (2014). An Exergame for Encouraging Martial Arts. In: Kurosu, M. (eds) Human-Computer Interaction. Applications and Services. HCI 2014. Lecture Notes in Computer Science, vol 8512. Springer, Cham. https://doi.org/10.1007/978-3-319-07227-2_22
Cieśliński, W., Witkowski, K., Prystupa, E., Pałka, T., & Piepiora, P. (2023). Smart organization – digitalization of combat sports services. Archives of Budo, 19, 257-266. https://archbudo.eu/images/Fulltext/2023/16026_Smart.pdf
González-González, C. S., & Navarro-Adelantado, V. (2021). The limits of gamification. Convergence, 27(3), 787-804. https://doi.org/10.1177/1354856520984743
Ishac, K., Bourahmoune, K., & Carmichael, M. (2023). An IoT sensing platform and serious game for remote martial arts training. Sensors, 23(17), 7565. https://doi.org/10.3390/s23177565
Jensen, M. M., Rasmussen, M. K., Mueller, F., & Grønbæk, K. (2015). Keepin' it Real: Challenges when Designing Sports-Training Games. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15), 2003-2012. https://doi.org/10.1145/2702123.2702243
Kajastila, R., & Hämäläinen, P. (2015). Motion Games in Real Sports Environments. Interactions, 22(2), 44-47. https://doi.org/10.1145/2731182
Karimi, K., & Nickpayam, J. (2017). Gamification from the Viewpoint of Motivational Theory. Italian Journal of Science & Engineering, 1(1), 1-8. https://www.academia.edu/download/54308364/19-45-1-PB.pdf
Konarivand, H., & Djavanrouh, A. (2025). Comparative analysis of traditional Taekwondo and Gamified Martial Arts: Insights from the TaekFunDo program. Journal of Physical Education and Sport (JPES), 25(4), 785-792. https://doi.org/10.7752/jpes.2025.04084
Li, N. (2021). Playing the past: Historical video games as participatory public history in China. Convergence, 27(3), 746-767. https://doi.org/10.1177/1354856520967606
Luczak, T., Burch, R., Lewis, E., Chander, H., & Ball, J. (2020). State-of-the-art review of athletic wearable technology: What 113 strength and conditioning coaches and athletic trainers from the USA said about technology in sports. International Journal of Sports Science & Coaching, 15(1), 26-40. https://doi.org/10.1177/1747954119885244
Navandar, R. K., Hasan, S. H., Jadhav, N., Singh, K. U., Monisha, R., & Venkatram, N. (2025). Modernizing sports an intelligent strategy for entertainment through internet of things in sports. Entertainment Computing, 52, 100804. https://doi.org/10.1016/j.entcom.2024.100804
Nor, N. N., Shahrizal Sunar, M., & Yusra Kapi, A. (2020). A Review of Gamification in Virtual Reality (VR) Sport. EAI Endorsed Transactions on Creative Technologies, 6(21). https://doi.org/10.4108/eai.13-7-2018.163212
Nursuwars, F. M. S., Hiron, N., Usrah, I., Sambas, A., Abdullah, M. R., Zakaria, M. D., & Jamal, A. A. (2025). A Paradigm Shift in Sports Science: The IOT-Enhanced Agility-Pad for Athletic Performance Evaluation. Journal of Advanced Research in Applied Sciences and Engineering Technology, 50(2), 246-259. https://doi.org/10.37934/araset.50.2.246259
Pucha Chiluiza, C. A., & Paula Chica, M. G. (2025). Programa de gamificación para mejorar de la técnica mon dollyo chagui en deportistas de taekwondo. MENTOR Revista de Investigación Educativa y Deportiva, 4(10), 323-340. https://doi.org/10.56200/mried.v4i10.8827
Qu, S. (2024). Cloud IoT-Oriented Neural Network-Based Taekwondo Teaching Scheme. Journal of Multimedia Information System, 11(1), 83-96. https://doi.org/10.33851/JMIS.2024.11.1.83
Richards, C. (2014). Using an invisible coach to help players achieve fitness goals in exergames while retaining immersion. In CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, 227-228. https://doi.org/10.1145/2658537.2659015
Santos, O. C. (2017). Psychomotor Learning in Martial Arts: an Opportunity for User Modeling, Adaptation and Personalization. In UMAP '17: 25th Conference on User Modeling, Adaptation and Personalization, 89-93. https://doi.org/10.1145/3099023.3099107
Sevinç, D., & Çolak, M. (2019). The effect of electronic body protector and gamification on the performance of taekwondo athletes. International Journal of Performance Analysis in Sport, 19(1), 110-120. https://doi.org/10.1080/24748668.2019.1570457
Smith, I., Scheme, E., & Bateman, S. (2025). A Framework for Interactive Sport Training Technology. Foundations and Trends in Human–Computer Interaction, 19(1), 1–111. https://doi.org/10.1561/1100000096
Wiehr, F., Vujic, M., Krüger, A., & Daiber, F. (2020). The Jungle Warm-Up Run: Augmenting Athletes with Coach-Guided Dynamic Game Elements. In AHs '20: Augmented Humans International Conference, 1-12. https://doi.org/10.1145/3384657.3384779
Yefremenko, A., & Shutieiev, I. (2025a). Belief in building a full-fledged distance learning course in athletic training. Educational Technology Quarterly, 209-233. https://doi.org/10.55056/etq.981
Yefremenko, A., Shutieiev, I., Poltoratska, H., Melnyk, A., & Dolhopolova, N. (2025b). Research Landscape of E-Learning in Physical Education: 2020–2025. Journal of Vasyl Stefanyk Precarpathian National University, 12(3), 83–100. https://doi.org/10.15330/jpnu.12.3.83-100
Zhao, Z., Ali Etemad, S., & Arya, A. (2015, November). Gamification of exercise and fitness using wearable activity trackers. In Proceedings of the 10th international symposium on computer science in sports (ISCSS) (pp. 233-240). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-24560-7_30





