ІNNOVATIVE PEDAGOGICAL TECHNOLOGIES IN TEACHING PHYSICAL EDUCATION IN HIGHER EDUCATION INSTITUTIONS

##plugins.themes.bootstrap3.article.main##

##plugins.themes.bootstrap3.article.sidebar##

Published: Apr 30, 2026

  Alla Marushkevych

  Lesia Lytvynchuk

  Vitalii Lunov

Abstract

The study explores the implementation of innovative pedagogical technologies in the field of physical education at higher education institutions. The research was conducted with 120 students, divided into control and experimental groups, over one academic semester. The control group followed traditional methods, while the experimental group was exposed to blended learning strategies and gamified physical education sessions. Data collection included questionnaires on motivation, physical fitness tests, and attendance records. The results showed significant improvements in motivation, attendance, and physical performance in the experimental group compared to the control group. These findings highlight the positive impact of innovative pedagogical technologies and suggest their integration into higher education curricula to foster active learning, engagement, and holistic development of students. The discussion explores underlying psychological mechanisms based on Self-Determination Theory and Social-Cognitive Theory, highlighting the interdependence between motivation and performance.

How to Cite

Marushkevych, A., Lytvynchuk, L., & Lunov, V. (2026). ІNNOVATIVE PEDAGOGICAL TECHNOLOGIES IN TEACHING PHYSICAL EDUCATION IN HIGHER EDUCATION INSTITUTIONS. Academia Polonica, 74(1), 139-145. https://doi.org/10.23856/7417
Article views: 14 | PDF Downloads: 22

##plugins.themes.bootstrap3.article.details##

Keywords

blended learning, gamification, student engagement, physical fitness outcomes, higher education pedagogy, intrinsic motivation, active learning environment, educational innovation

References
1. Bandura, A. (1997). Self-efficacy: The exercise of control. New York: Freeman [in Ukrainian]
2. 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.
3. Kim, H. (2024). Digital transformation in physical education: The role of online platforms. Journal of Higher Education Pedagogy, 15(2), 45–57.
4. Lee, J., & Torres, M. (2025). Gamification in higher education: Effects on student engagement and performance. International Journal of Sport and Education, 12(1), 33–49.
5. Smith, A., & Johnson, R. (2023). Innovative teaching in physical education: Blended learning models. European Journal of Physical Education, 29(3), 201–219.
6. Taylor, P. (2025). Integrating technology into health and physical education. Journal of Pedagogical Innovations, 18(4), 112–130.
7. Wang, L. (2023). Student motivation in gamified learning environments: Evidence from physical education. Education and Sport Research, 10(2), 98–109.
8. Zimmerman, B. J. (2002). Becoming a self-regulated learner: An overview. Theory into Practice, 41(2), 64–70.
9. Garcia, M., & Ortiz, S. (2024). Technology-based engagement and physical education motivation. Journal of Educational Psychology, 20(3), 177–192.
10. Ivanov, O. (2025). Blended learning as a catalyst for student motivation in Ukrainian higher education. European Journal of Innovative Pedagogy, 9(1), 54–69 [in Ukrainian].