Ramesh D. Navalagund, Sanjay M Peerapur, Sunil M. B.
{"title":"Effectiveness of an awareness programme to assess the knowledge regarding Gaming disorder among adolescents in selected school of Hubballi","authors":"Ramesh D. Navalagund, Sanjay M Peerapur, Sunil M. B.","doi":"10.52711/2454-2660.2023.00067","DOIUrl":null,"url":null,"abstract":"Video games are age and gender friendly, very popular but like other pleasurable endeavors, can have adverse consequences on adolescent’s health overuse of gaming consoles, mobiles, other electronic gadgets will have negative impact on health. Enlightenment about the knowledge regarding gaming disorder will influence to plan the prevention and management for gaming disorder victims. Nursing officers get idiosyncratic moment to mold and grow healthy cognition and positive self-confidence among adolescents. An evaluative study was conducted among 50 adolescents of selected school of Hubballi. Probability; simple random sampling technique was used to select the sample and data was collected by structured knowledge questionnaire. The research design used for the study was pre-experimental: one group pre-test post-test design. Data analysis was done by using descriptive and inferential statistics. Overall result of the study revealed that the level of knowledge on gaming disorder in pre-test revealed that 26(52%) had average knowledge, 16 (32%) had good knowledge and 8 (16%) had poor knowledge. Whereas, in post-test after Awareness Programme, 23 (46%) had good knowledge and 27 (54%) had average knowledge. The calculated paired ‘t’ value (tcal= 20.91) was greater than the tabulatedvalue (ttab= 2.0096). Hence, H1 was accepted. This indicates that the gain in knowledge scores was statistically significant at 0.05 level of significance. There was no statistical association between knowledge scores and their selected socio-demographic variables at 0.05 level of significance. The study concluded that the Awareness Programme was effective in improving knowledge regarding gaming disorder.","PeriodicalId":197062,"journal":{"name":"International Journal of Nursing Education and Research","volume":"8 3","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-11-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Nursing Education and Research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.52711/2454-2660.2023.00067","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Video games are age and gender friendly, very popular but like other pleasurable endeavors, can have adverse consequences on adolescent’s health overuse of gaming consoles, mobiles, other electronic gadgets will have negative impact on health. Enlightenment about the knowledge regarding gaming disorder will influence to plan the prevention and management for gaming disorder victims. Nursing officers get idiosyncratic moment to mold and grow healthy cognition and positive self-confidence among adolescents. An evaluative study was conducted among 50 adolescents of selected school of Hubballi. Probability; simple random sampling technique was used to select the sample and data was collected by structured knowledge questionnaire. The research design used for the study was pre-experimental: one group pre-test post-test design. Data analysis was done by using descriptive and inferential statistics. Overall result of the study revealed that the level of knowledge on gaming disorder in pre-test revealed that 26(52%) had average knowledge, 16 (32%) had good knowledge and 8 (16%) had poor knowledge. Whereas, in post-test after Awareness Programme, 23 (46%) had good knowledge and 27 (54%) had average knowledge. The calculated paired ‘t’ value (tcal= 20.91) was greater than the tabulatedvalue (ttab= 2.0096). Hence, H1 was accepted. This indicates that the gain in knowledge scores was statistically significant at 0.05 level of significance. There was no statistical association between knowledge scores and their selected socio-demographic variables at 0.05 level of significance. The study concluded that the Awareness Programme was effective in improving knowledge regarding gaming disorder.