Vol.14, No.1, February 2025.                                                                                                                                                                          ISSN: 2217-8309

                                                                                                                                                                                                                        eISSN: 2217-8333

 

TEM Journal

 

TECHNOLOGY, EDUCATION, MANAGEMENT, INFORMATICS

Association for Information Communication Technology Education and Science


Facilitating the Visualisation of Moving Games by Implementing Augmented Reality in Primary Physical Education Classes

 

Radoslava Topalska, Yanko Rumenov

 

© 2025 Radoslava Topalska, published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. (CC BY-NC-ND 4.0)

 

Citation Information: TEM Journal. Volume 14, Issue 1, Pages 816-822, ISSN 2217-8309, DOI: 10.18421/TEM141-72, February 2025.

 

Received: 01 August 2024.

Revised: 16 January 2025.
Accepted: 10 February 2025.
Published: 27 February 2025.

 

Abstract:

 

The use of moving games in physical education has many positive aspects. Unfortunately, it is sometimes difficult for the teacher to explain the rules and the way of playing clearly enough. This paper aims to help visualise these explanations by presenting the implementation of a new technological solution in primary education - augmented reality (AR). The main research questions in this study are "What are the key steps in creating effective augmented reality content to visualise moving games in physical education classes?" and "Which software and technology solutions are most suitable for developing augmented reality for learning purposes in primary education?" The stated hypothesis is that the use of augmented reality platforms to create interactive scenes will enable more efficient integration of video content and facilitate the development and implementation of modern technologies, as well as enhance the quality of visualisation of game techniques. The methods used are theoretical analysis, involving a review of scientific literature relevant to the examined issues, descriptive method, presenting in detail all the steps in the development and implementation of augmented reality, including software selection and content management processes, comparative method, comparing various software platforms for augmented reality creation, and demonstration, involving the use of videos and augmented reality to visually represent the rules and movements of moving games. The study results show that the use of augmented reality significantly improves the visual representation of moving games, helping students better understand the rules and techniques through clear video demonstrations. Teachers are also introduced to the possibilities of integrating modern information technologies into the learning process.

 

Keywords – Moving games, augmented reality, modern technologies, physical education and sport.

 

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