Restricted Hidden Markov Model based Innovation in Physical Learning Education with Computer Internet Technology

Main Article Content

Ang Zhao

Abstract

The integration of computer internet technology into college physical education teaching has greatly enriched the teaching methods and forms and has promoted the innovation of the physical education teaching mode. The integration of computer internet technology into college physical education teaching mode has brought about significant innovation and improvement, enabling teachers to provide richer, more interactive, personalized, and flexible teaching. The integration of computer internet technology in physical education teaching has opened up new opportunities for enhancing the learning experience and improving student outcomes. This research focuses on the development of a technological innovation that leverages deep learning techniques, specifically the Restricted Hidden Markov Model (RHMMDL), to optimize physical education instruction. By harnessing the power of deep learning algorithms, the RHMMDL model aims to analyze and interpret movement patterns, providing personalized feedback and guidance to students. This paper presents the conceptual framework and methodology of the RHMMDL model, highlighting its potential benefits and implications for physical education teaching. The study also discusses the challenges and limitations associated with the implementation of this innovative technology.

Article Details

How to Cite
Zhao, A. . (2023). Restricted Hidden Markov Model based Innovation in Physical Learning Education with Computer Internet Technology . International Journal on Recent and Innovation Trends in Computing and Communication, 11(6s), 207–216. https://doi.org/10.17762/ijritcc.v11i6s.6823
Section
Articles

References

Tang, H. (2021). Applied research of VR technology in physical education. The International Journal of Electrical Engineering & Education, 00207209211007774.

Almusawi, H. A., Durugbo, C. M., & Bugawa, A. M. (2021). Innovation in physical education: Teachers’ perspectives on readiness for wearable technology integration. Computers & Education, 167, 104185.

Meng, J. (2021). College physical education teaching aided by virtual reality technology. Mobile Information Systems, 2021, 1-11.

Gawrisch, D. P., Richards, K. A. R., & Killian, C. M. (2020). Integrating technology in physical education teacher education: A socialization perspective. Quest, 72(3), 260-277.

Yuan, B., Kamruzzaman, M. M., & Shan, S. (2021). Application of motion sensor based on neural network in basketball technology and physical fitness evaluation system. Wireless Communications and Mobile Computing, 2021, 1-11.

Ding, Y., Zhang, N., & Li, Y. (2021). College physical education course management system based on internet of things. Mobile Information Systems, 2021, 1-10.

Xing, Z., & Qi, Y. (2022). Development of creativity in physical education teachers using interactive technologies: involvement and collaboration. Education and information technologies, 1-15.

Du, H., Li, Y., & Li, B. (2021, February). Research on the application of information technology in college physical education. In Journal of Physics: Conference Series (Vol. 1744, No. 3, p. 032091). IOP Publishing.

Krause, J. M., O’Neil, K., & Jones, E. (2020). Technology in physical education teacher education: A call to action. Quest, 72(3), 241-259.

Hu, W., & Ye, L. (2021, February). Impact of big data technology on the diversity of physical education teaching methods. In Journal of Physics: Conference Series (Vol. 1744, No. 4, p. 042205). IOP Publishing.

Zhang, J. (2021). Reform and innovation of artificial intelligence technology for information service in university physical education. Journal of Intelligent & Fuzzy Systems, 40(2), 3325-3335.

Li, Y., & Lu, S. (2020). Research on physical education system model using multimedia technology. Multimedia Tools and Applications, 79, 10461-10474.

Tanucan, J. C. M., Hernani, M. R., & Diano, F. (2021). Filipino physical education teachers’ technological pedagogical content knowledge on remote digital teaching. International Journal of Information and Education Technology, 11(9), 416-423.

Fu, X. (2020, June). The application of artificial intelligence technology in college physical education. In 2020 International Conference on Big Data, Artificial Intelligence and Internet of Things Engineering (ICBAIE) (pp. 263-266). IEEE.

Cojocaru, A. M., Cojocaru, M., Jianu, A., Bucea-Manea-?oni?, R., P?un, D. G., & Ivan, P. (2022). The Impact of Agile Management and Technology in Teaching and Practicing Physical Education and Sports. Sustainability, 14(3), 1237.

Garcia, M. B., Yousef, A. M. F., de Almeida, R. P. P., Arif, Y. M., Happonen, A., & Barber, W. (2023). Teaching physical fitness and exercise using computer-assisted instruction: A School-based public health intervention. In Handbook of Research on Instructional Technologies in Health Education and Allied Disciplines (pp. 177-195). IGI Global.

wenjuan, H., Premalatha, R., & Aiswarya, R. S. (2022). Physical education system and training framework based on human–computer interaction for augmentative and alternative communication. International Journal of Speech Technology, 1-11.

Ghayebzadeh, S., Zardoshtian, S., Konukman, F., da Silva, C. A. F., Mataruna-Dos-Santos, L. J., & Kumar, R. (2021). The role of information and communication technologies in the development of physical education teaching and learning methods for students and challenges emerging during coronavirus pandemic. International Journal of Health, Physical Education & Computer Science in Sports, 41.

Akbari, H., & Hashemi, M. (2020). The effect of augmented reality on motor learning and motivation in physical education. Journal of Education and Learning, 9(4), 67-76.

Ali, S. S., & Malik, S. A. (2020). The impact of mobile applications on physical education: A literature review. Journal of Education and Learning, 9(4), 115-121.

Araya, G., & Moe, A. M. (2020). The impact of web-based programs on physical activity and fitness levels in adolescents: A systematic review. Health Education Journal, 79(7), 855-870.

Bampouras, T. M., & Mullen, R. (2021). The use of gamification in physical education: A systematic review. Journal of Physical Education, Recreation & Dance, 92(4), 38-44.

Chen, C. C., Wu, Y. H., & Huang, C. C. (2021). Exploring the effectiveness of virtual reality-based exercise programs for physical education. Journal of Educational Technology & Society, 24(1), 118-129.

Choi, S. (2020). The effectiveness of a mobile application in physical education: A meta-analysis. Journal of Physical Education, Recreation & Dance, 91(8), 40-47.

Dehghan, A., Fathi, M., & Aminian, A. (2021). The effectiveness of virtual reality-based exercise programs on physical fitness in physical education students. Journal of Education and Health Promotion, 10, 210.

He, J., & Huang, L. (2020). The impact of artificial intelligence on physical education: A systematic review. Journal of Physical Education, Recreation & Dance, 91(8), 33-39.

Huang, H. M., & Raafat, R. (2020). The use of mobile technology in physical education: A systematic review. Journal of Educational Technology & Society, 23(3), 92-102.

Kim, Y. J., & Kim, K. Y. (2020). Effects of a web-based physical activity program on physical activity, fitness, and academic performance in middle school students. Journal of School Health, 90(12), 957-965.

Lee, M. H., & Hsieh, Y. J. (2021). Effects of virtual reality technology on balance and gait in physical education students. Journal of Educational Technology & Society, 24(1), 68-78.

Lim, K. H., & Lee, B. (2021). The impact of mobile technology on physical activity and health outcomes in college students: A systematic review. Journal of American College Health, 69(2), 187-198.

Liu, W., & Sun, Z. (2021). The effect of gamification on physical education: A meta-analysis. Journal of Physical Education and Sport, 21(2), 373-379.