Sedentary life-style, obesity, and early school leaving have been identified as major causes leading to the biggest health and educational problems in developed countries. This may derive into students showing a not recommended passive role at these ages, which also leads to their lack of interest and motivation in learning and education. This chapter presents an innovation research project which aims to face sedentariness in elementary school by applying an instructional technology-based model with the use of gamification and augmented reality in a bilingual education context. The case study shows several educational advantages, including increase in physical exercise, health awareness, learning engagement, and upgrade in L2 content understanding and linguistic skills.