Abbas, Ahmed
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The Effect of Exercises for the Smart Jacket Device (Smart Jacket) According to some Biokinematic Variables and Improving the Level of Accuracy of the Skill Performance of the May Giry Kick in Youth Karate Neamah, Ali; Wahed, Bashaer; Abbas, Ahmed
Pubmedia Jurnal Pendidikan Olahraga Vol. 2 No. 1 (2024): September
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jpo.v2i1.937

Abstract

The study aimed to design and manufacture the smart jacket to improve some bio kinematic variables and improve the level of skill performance of the May Giry kick in karate. One of the hypotheses of the research is that the exercises for the smart jacket device have a significant impact on some bio kinematic variables and improve the level of skill performance of the May Giry kick in karate for young people. The researcher used the experimental approach by designing the experimental and control groups and the method of pre- and post-measurement for its suitability to the nature of the research, the study was conducted on a sample of the youth forum players at the age of (17-19) years in karate, and the number of (20) players, and the sample was selected randomly. The most important conclusions were that the exercises prepared by the coach and the exercises with the proposed device have a positive impact on the kick of May Giry in karate. The researchers also recommend circulating the device to clubs in the province and the country to be used as an auxiliary training device and to be included in the trainings.
Exploring university students’ perceptions and engagement in game-based learning Hamadneh, Burhan; Fikry, Amr; Talaat, Mohammed; Abbas, Ahmed; Ghanem, Reham; Ramzy, Samah; Aly, Mohamed; Elkilani, Ahmed; Mabrouk, Sherin; Aloqlah, Reema
International Journal of Evaluation and Research in Education (IJERE) Vol 14, No 1: February 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v14i1.30494

Abstract

Students in academia are facing serious challenges such as engagement, which causes academicians to question the quality and effectiveness of the teaching pedagogy. As such, new adapted innovative technological tools such as gamifications have been introduced to learning activities experiences and skills acquisition. However, little is known about the implementation of such technologies, which have been relatively underexplored in education literature. The primary objective of this study is to identify the perceptions of students and evaluate their engagement considering the use of gamification in the learning process. There were 210 respondents enrolled in the private university in Jordan were surveyed using a quantitative questionnaire. The study used descriptive statistics and independent sample t-test analyses on the data. The results indicated that the students have positive perceptions of game-based technology in both learning and classroom activity engagement. In addition, student perceptions and engagement did not differ significantly based on age or gender, but significant differences based on user experience were identified. These findings provide insight into the dynamic interaction between students and gamified technology to enhance student perceptions and promote meaningful learning. This research also provides implications on gamification literacy education and the pedagogically rich design of educational games to enhance student engagement. The recommendations are enumerated based on the obtained findings.