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 listYu Liu, Mongkhon Narmluk

PublisherLearning Gate

Publication year2025

Volume number9

Issue number7

Start page1972

End page1984

Number of pages13

ISSN2576-8484

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

LanguagesEnglish-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 computingGamification teachingGamified physical education model


Last updated on 2026-20-02 at 12:00