Integrating augmented reality technology to enhance student's learning in physical education
Bibliographic Data
| ID | 15800477 |
|---|---|
| Authors | Bakһytzһan Omarov (0000-0003-2174-0131, University of International Business, corresponding author), Baurzhan Doskarayev (Abai Kazakh National Pedagogical University), Nurlan Omarov (0000-0003-4478-9464, Al-Farabi Kazakh National University), Balnur Kendzhayeva (University of International Business), Almas Anarbayev (University of International Business), Zhandos Yessirkepov (University of International Business) |
| Year | 2022 |
| Pages | 2416-2424 |
| Publication date | 2022-09-23 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | International Journal of Health Sciences (JOURNAL) |
| Journal identifiers | ISSN: 2550-696X • E-ISSN: 2550-6978 |
| Publisher | Universidad Tecnica de Manabi (PUBLISHER • EC) |
| DOI | 10.53730/ijhs.v6ns9.12951 |
| OpenAlex | W4296999118 |
| Language | EN |
| References cited | 1 |
In practically every professional sport, the usage of linked computerized performances and monitoring components, data analysis, augmented and virtual reality are standard things. Augmented reality in sporting is being shaped by the interaction of devices and information and communication technology advances. Nevertheless, without analysis, the data collected are useless. In the sporting industry, scientists and researchers are becoming more and more essential to human operations. Even if a variety of data, technology, new measurements, and analytics are readily available on our life, most participants in professional sports do not yet show a strong interest in sports analysis. In this study, we explore augmented reality tools in sport activities and consider augmented reality tools to improve health conditions of students at the universities
Analytics · Augmented reality · Computer-mediated reality · Data science · Human–computer interaction · Mixed reality · Multimedia · Variety (cybernetics · Virtual reality · Computer Science · Education and Learning Interventions · Educational Games and Gamification · Sports and Physical Education Research · Artificial Intelligence
| Citation velocity | historical |
|---|---|
| Highly cited | No |