This paper is based on a keynote lecture delivered at the International Association of Physical Education in Higher Education 2011 Conference, University of Limerick, on the sub theme: Technologies in Support of Physical Education, Sport, and Physical Activity. The paper outlines and illustrates a framework: narrative technology, which can be used for designing computing to support and enhance physical education, sport and physical activity. The framework is based on a ternary of foundational concepts: (1) physical engagement, (2) narrative, and (3) interactive technology. The paper outlines the theoretical basis of the approach, which is informed by contemporary debates and themes in education and educational technology, including: narratology, embodied design (or design for embodiment), and interactivity. Furthermore, from an empirical and practical perspective, two examples of the use of different types of computing are presented and discussed. The first intervention that is outlined focuses on the use of novel ubiquitous computing to enhance physical engagement, interpretation and interactivity. The second instantiation of computing illustrates how more widely available, "everyday'' technologies can be used to support and enhance large-scale creative and collaborative physical education. The purpose of the paper is to demonstrate current and future potential of technology, and support creative and novel perspectives on how information and communications technologies can be used to enhance physical education, sport and physical activity.