Construction and effect of interactive teaching methods in the college badminton classroom using fuzzy-assisted virtual reality modeling: a case study in Chinese universities
Several Chinese institutions and colleges have recently included badminton as an optional sport to fulfil the requirements of China's quality education policy. Examining current issues in the field, the paper argues that badminton instruction in Chinese higher education needs improvement. It th...
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Main Authors: | , |
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Format: | Article |
Language: | English |
Published: |
Ayandegan Institute of Higher Education,
2024-06-01
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Series: | Journal of Fuzzy Extension and Applications |
Subjects: | |
Online Access: | https://www.journal-fea.com/article_194935_65884cb4ded49e0c043f622ad23ebaf6.pdf |
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Summary: | Several Chinese institutions and colleges have recently included badminton as an optional sport to fulfil the requirements of China's quality education policy. Examining current issues in the field, the paper argues that badminton instruction in Chinese higher education needs improvement. It then proposes new approaches to teaching the sport in the classroom, including ideas for lesson plans, instructional strategies, and pedagogical techniques. Concerning badminton education in higher education, it outlines a strategy to address the issues. To overcome the obstacles of fuzzy-assisted Virtual Reality (VR) badminton instruction, teachers should consider their lesson planning and delivery processes and their Badminton Students' perceptions of Physical Education (PE) programmers. The article proposes VR-ITM, or fuzzy-assisted VR interactive teaching techniques, to teach badminton in universities using neural networks. This study examines the advantages and disadvantages of utilizing fuzzy-assisted VR to teach badminton in PE classes and the difficulties and solutions teachers have found for these issues through a neural network. This study investigates the potential benefits of incorporating VR technology into the PE curriculum. It uses VR-ITM, which stands for VR-based interactive teaching methods, to teach badminton at college locations. Incorporating badminton into university curricula to encourage students to lead healthier lifestyles is the primary focus of this study. In addition to fostering Badminton Students' professional skills, universities should emphasize the importance of Badminton Students' physical well-being in comparison to the conventional approaches used by the control group to teach badminton; the neural network-based intelligent teaching system performs better. Fuzzy-assisted VR badminton classes provide several potential benefits for Badminton Students' learning abilities, including repeated practice and understanding of essentials, adjusting posture and mastering the knack, teamwork and mutual support, and promoting motivation and learning. Finally, badminton skills for badminton students could be greatly improved using fuzzy-assisted VR in PE sessions. The experimental result shows that the proposed work achieves better accuracy than existing methods. |
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ISSN: | 2783-1442 2717-3453 |