通过Beep和3分钟步进测试,移动游戏玩家与非游戏玩家学生的耐力水平

IF 0.7 Q4 HOSPITALITY, LEISURE, SPORT & TOURISM Pedagogy of Physical Culture and Sports Pub Date : 2023-01-16 DOI:10.15561/26649837.2023.0107
Joseph T. Lobo, Bryan Dale Bernardo
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引用次数: 0

摘要

背景与研究目的。多项研究表明,手机游戏对大学生的活动水平影响很大。然而,到目前为止,还没有研究对游戏玩家和非游戏玩家的耐力水平进行比较。本研究采用哔哔声和3分钟步频测试来比较手机游戏玩家和非游戏玩家的耐力水平。此外,年龄、性别和BMI等人口统计变量与参与者的有氧能力之间的差异也是研究的主要领域。材料和方法。菲律宾安吉利斯城市学院的学生被选择使用判断抽样技术参与研究。参加研究的学生是2022-2023学年第一学期的学生。调查问卷由四个部分组成,用于获取受访者的信息。年龄、性别、身体质量指数(BMI)和耐力测试都是个人资料的一部分。对参与者进行了哔哔声测试和3分钟的步骤测试。使用频率(f)和百分比(%)等描述性统计对参与者的个人资料、bmi和耐力测试的结果进行总结。配对t检验还用于发现手机游戏玩家和非游戏玩家之间参与者的耐力是否存在显著差异。最后,通过独立样本t检验和单因素方差分析,对个体的年龄、性别和体重指数(BMI)与耐力水平进行验证。哔哔声和3分钟步数测试表明,玩家和非玩家的耐力水平差别很大,后者比前者表现出更强的耐力。结果还表明,在研究的三个因素中,性别是唯一与耐力有关的因素。该研究没有考虑健康史等因素,包括营养、饮食、睡眠模式、生活方式、健康问题和其他类型的耐力水平。强烈建议进行一项与所做的调查类似的调查,但也考虑到所指出的其他变数。本文确立了若干研究结果,并提出了许多进一步研究以及政策和教育应用的建议。
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Mobile Gamers versus Non-gamer students’ endurance levels via Beep and 3-minute step test
Background and Study Aim. College students’ activity levels are considerably affected by mobile gaming, according to multiple studies. There have, however, been no studies done to date comparing gamers and non-gamers in terms of their levels of endurance. This present study employed beep and 3-minute step tests to compare mobile gamers’ and non-gamers endurance levels. In addition, the difference between demographic variables such as age, gender, and BMI and participants’ aerobic capacity is a major area of study. Material and Methods. Students at the City College of Angeles in the Philippines were selected using the Judgement Sampling Technique to take part in the research. Students who participated in the study are enrolled in the 1st Semester of the Academic year 2022-2023. A survey questionnaire consisting of four sections were utilized to obtain information from the respondents. Age, gender, body mass index (BMI), and an endurance test are all part of the personal profile. Both the beep test and the 3-minute step test were administered to the participants. Results from the participants’ personal profiles, BMIs, and endurance tests were summarized using descriptive statistics like frequency (f) and percentage (%). The Paired T-Test was also used to find out if there was a significant difference in the participants’ endurance between mobile gamers and non-gamers. Finally, the individuals’ age, gender, and Body Mass Index (BMI) were validated with their endurance levels by performing Independent Samples T-Test and One-way ANOVA. Results. Beep and 3-minute step tests showed that gamers and non-gamers have very different levels of endurance, with the latter group displaying much more stamina than the former. It was also shown that among the three factors studied, gender was the only one with a relationship to endurance. Conclusions. The study did not take into account factors like health history including nutrition, diet, sleep pattern, lifestyle, health issues, and endurance level on other types of measures. Conducting an inquiry similar to the one that was done, but also taking into account the other variables indicated, is a highly suggested course. Several findings are established, and numerous suggestions for further research, as well as policy and educational applications, are provided.
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来源期刊
Pedagogy of Physical Culture and Sports
Pedagogy of Physical Culture and Sports Social Sciences-Education
CiteScore
2.00
自引率
0.00%
发文量
45
审稿时长
6 weeks
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