Abstract
This quasi-experimental study investigated the effects of AI-integrated badminton instruction on junior high school students' badminton skills and sport motivation. Fifty-six first-year junior high school students from southern Taiwan were randomly assigned to a control group receiving traditional instruction or an experimental group receiving AI-enhanced blended learning. Both groups practiced badminton skills over a seven-week period. Pre- and post-tests assessed shot placement accuracy and sport motivation. ANCOVA analyses revealed that the experimental group achieved significantly higher posttest scores in badminton skill (shot placement accuracy) and intrinsic motivation, while the control group exhibited higher external regulation. These results suggest that AI integration in physical education fosters improved technical skills and more autonomous sport motivation. The findings support the potential of technology-driven feedback and blended learning to enhance sports education, warranting further research into their long-term effects and broader applicability.
| Original language | English |
|---|---|
| Title of host publication | ICEMT 2025 - 2025 9th International Conference on Education and Multimedia Technology |
| Publisher | Association for Computing Machinery, Inc |
| Pages | 256-261 |
| Number of pages | 6 |
| ISBN (Electronic) | 9798400719387 |
| DOIs | |
| Publication status | Published - 2026 Mar 16 |
| Event | 9th International Conference on Education and Multimedia Technology, ICEMT 2025 - Osaka, Japan Duration: 2025 Jul 29 → 2025 Aug 1 |
Publication series
| Name | ICEMT 2025 - 2025 9th International Conference on Education and Multimedia Technology |
|---|
Conference
| Conference | 9th International Conference on Education and Multimedia Technology, ICEMT 2025 |
|---|---|
| Country/Territory | Japan |
| City | Osaka |
| Period | 25-07-29 → 25-08-01 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 4 Quality Education
All Science Journal Classification (ASJC) codes
- Education
- Human-Computer Interaction
- Computer Science Applications
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