Designing And Evaluating Game-Based Learning With AR Teaching Model In Sanda Teaching For Learners’ Learning Effect
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Abstract
This study investigates the efficacy of game-based learning with augmented reality (AR) in the context of Chinese Sanda Teaching, aiming to enhance learner outcomes and satisfaction in martial arts education. By leveraging previous research and current educational trends, it addresses gaps in understanding the significance of AR-enhanced game-based learning for Sanda instruction. The study employs an experimental approach, randomly assigning participants from Capital University of Physical Education and Sports, Yunnan Normal University, and Lvliang University of Sanda Course into experimental and control groups. The experimental group utilizes game-based learning with AR, while the control group follows traditional teaching methods. Results indicate that the experimental group outperforms the control group, as demonstrated by ANCOVA analysis, particularly in post- test assessments. Furthermore, a survey of 20 learners in the experimental group reveals high satisfaction levels using a 5-point Likert scale. Emphasizing the role of game-based learning with AR in martial arts education, this research seeks to advance teaching methodologies in the field. Ultimately, it aims to promote technologically enriched learning experiences and expand the application of teaching technology within martial arts education.