{"title":"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","authors":"Joseph T. Lobo, Bryan Dale Bernardo","doi":"10.15561/26649837.2023.0107","DOIUrl":null,"url":null,"abstract":"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.\nMaterial 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.\nResults. 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.\nConclusions. 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.","PeriodicalId":52407,"journal":{"name":"Pedagogy of Physical Culture and Sports","volume":" ","pages":""},"PeriodicalIF":0.7000,"publicationDate":"2023-01-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Mobile Gamers versus Non-gamer students’ endurance levels via Beep and 3-minute step test\",\"authors\":\"Joseph T. Lobo, Bryan Dale Bernardo\",\"doi\":\"10.15561/26649837.2023.0107\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\\nMaterial 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.\\nResults. 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.\\nConclusions. 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.\",\"PeriodicalId\":52407,\"journal\":{\"name\":\"Pedagogy of Physical Culture and Sports\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.7000,\"publicationDate\":\"2023-01-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Pedagogy of Physical Culture and Sports\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.15561/26649837.2023.0107\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"HOSPITALITY, LEISURE, SPORT & TOURISM\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Pedagogy of Physical Culture and Sports","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15561/26649837.2023.0107","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"HOSPITALITY, LEISURE, SPORT & TOURISM","Score":null,"Total":0}
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.