1.1 Introduction
Games performance assessment, which is understood as the combination of the decision-making component and the skill-execution component, is one of the most common areas of research in the games teaching literature in Physical Education and Sports. Game-Based Approaches (GBAs) have been suggested as an alternative way of contextualizing learning within game-like activities (Light, 2004). Furthermore, GBAs require the repositioning of the coach to the role of facilitator and using questioning to promote opportunities for player dialogue and reflection (Cushion, 2013; Light & Evans, 2010; Roberts, 2011). In order to integrate the Internet of Things and virtual football games, researchers need a new object research and development platform. In the process of better scientific research, it can also save research costs. The football game is now used as the research object carrier, mainly because of the inherent combat nature of the team, the individual players’ football control ability, the physical confrontation in the game, and the frequent occurrence of emergencies in the game.
As a prelude to other parts of this study, this chapter will discuss the background upon which this study was initiated, the statement of problems that led to this study, the Aim and Objectives of the study. Others are Significance of the study, Scope of work, Limitations of the Study and Definition of technical terms.
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