The effect of the use of digital games on the movement activities and lifestyle of 16-13 year old students
The current research was conducted with the aim of the effect of digital games on the movement activities and lifestyle of 16-13 year old students. The current research method was quasi-experimental or semi-experimental, and the statistical population of the research included all male and female students aged 16-13 years in Kashan city in the academic year 1400-1401 (15,230, including 7,000 girls and 8,230 boys). The sampling method in this research was random classification based on gender, in this way, at first, the schools were selected randomly, and the basis for selecting students was available, and people voluntarily filled out the questionnaire. The number of samples was 300 people (132 girls and 168 boys) based on the table of Karjesi and Morgan. The measurement tool was a questionnaire that has 4 sections: 1. Demographic information, 2. Laali et al.'s standard lifestyle questionnaire (2013), 3. A researcher-made questionnaire for the variable of physical activity and 4. A researcher-made questionnaire for the variable of the use of digital games has been prepared and adjusted. The validity of the questionnaires developed by the professors and experts and its reliability has been obtained through Cronbach's alpha coefficient of 0.80 and 0.87 respectively.
- حق عضویت دریافتی صرف حمایت از نشریات عضو و نگهداری، تکمیل و توسعه مگیران میشود.
- پرداخت حق اشتراک و دانلود مقالات اجازه بازنشر آن در سایر رسانههای چاپی و دیجیتال را به کاربر نمیدهد.