Design and practice of gamified basketball teaching model based on edge computing: Exploration of improving middle school students' participation and learning outcomes
Journal article
Authors/Editors
Strategic Research Themes
Publication Details
Author list: Yu Liu, Mongkhon Narmluk
Publisher: Learning Gate
Publication year: 2025
Volume number: 9
Issue number: 7
Start page: 1972
End page: 1984
Number of pages: 13
ISSN: 2576-8484
URL: https://learning-gate.com/index.php/2576-8484
Languages: English-United States (EN-US)
Abstract
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.
Keywords
Edge computing, Gamification teaching, Gamified physical education model






