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

https://doi.org/10.55214/2576-8484.v9i7.9059

Authors

  • Yu Liu Faculty of Industrial Education and Technology (FIET), King Mongkut's University of Technology Thonburi (KMUTT), Bangkok 10140, Thailand, and Nanchong Senior High School of Sichuan Province, Nanchong 637001, Sichuan, China.
  • Mongkhon Narmluk Faculty of Industrial Education and Technology (FIET), King Mongkut's University of Technology Thonburi (KMUTT), Bangkok 10140, Thailand.

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.

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How to Cite

Liu, Y., & Narmluk, M. (2025). Design and practice of gamified basketball teaching model based on edge computing: Exploration of improving middle school students’ participation and learning outcomes. Edelweiss Applied Science and Technology, 9(7), 1972–1984. https://doi.org/10.55214/2576-8484.v9i7.9059

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Published

2025-07-24