“…In this sense, studies carried out within the context of PE have endorsed that ICTs are advantageous in aspects such as increased motivation, facilitating feedback in learning, are applicable to different physical activities, and facilitate autonomy in their practice, among others [28,29]. In this sense, Schwartz and Baca [22] mention that physical activity apps are based on behavioral theory and use gamification elements to ensure the success of the activity, where personal goals and specific comments are established to help carry out the activities, thus increasing motivation. There are also specific applications used in PE to teach, learn, innovate, or research in educational environments that can be used to manage the PE classroom, create ad hoc curricular materials, make educational plans and programs, monitor technical performance, sports, and record activities, among others functions [30].…”