Design and practice of gamified basketball teaching model based on edge computing: Exploration of improving middle school students' participation and learning outcomes

บทความในวารสาร


ผู้เขียน/บรรณาธิการ


กลุ่มสาขาการวิจัยเชิงกลยุทธ์


รายละเอียดสำหรับงานพิมพ์

รายชื่อผู้แต่งYu Liu, Mongkhon Narmluk

ผู้เผยแพร่Learning Gate

ปีที่เผยแพร่ (ค.ศ.)2025

Volume number9

Issue number7

หน้าแรก1972

หน้าสุดท้าย1984

จำนวนหน้า13

นอก2576-8484

URLhttps://learning-gate.com/index.php/2576-8484

ภาษาEnglish-United States (EN-US)


บทคัดย่อ

Leveraging edge computing to support gamified physical education in junior high schools enables real-time data processing and interactive, low-latency feedback that overcome the limitations of traditional, static sports game instruction. In our study, 496 students completed questionnaires, and 45 classes participated in a controlled experiment comparing edge-empowered gamified lessons to conventional methods. The results showed a 38% faster class assembly time (2.5 vs. 4 minutes) and an average PE score improvement of over two points, with higher rates of excellence (approximately 50% vs. 36%) and passing (96% vs. 92%). These findings confirm that integrating edge computing into sports games diversifies teaching strategies, enhances student engagement, and improves physical performance.


คำสำคัญ

Edge computingGamification teachingGamified physical education model


อัพเดทล่าสุด 2026-20-02 ถึง 12:00