Impact of Secondary School Students' Motivation To Play Digital Games on Motivation To Participate in Physical Activity

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Date

2022

Journal Title

Journal ISSN

Volume Title

Publisher

Ataturk Univ

Abstract

This research has been done to identify the effect of secondary school students' motivation of playing digital games on the motivation to participate in a physical activity. A total of 335 students, 182 females and 153 males, studying in secondary schools participated in this research. In this research, two scales have been used. The first scale is "Motivation Scale For Digital Gaming" (DOOM & Ouml;) it consists of 19 items. The second scale is "Motivation Scale For Participation In Physical Activity" (FAKM & Ouml;) it consists of 16 items. Arithmetic mean (x), standard deviation (ss), percentage, frequency, the Pearson moment correlation test, t test, and one-way analysis of variance, posthoc test statistics (Turkey HSD) have been used while analyzing the data. According to the results obtained in this study, no significant difference has been found between the age variable and FAKM & Ouml; and DOOM & Ouml; (p > ,05). However, some significant differences have been found between DOOM & Ouml; total score and gender, and between body mass index (BMI) and FAKM & Ouml; and DOOM & Ouml; (p < ,05). As a result, it has been found that as the digital game play time increases, the motivation of secondary school students to participate in a physical activity decreases, and also BMI increases.

Description

Keywords

Digital Play, Motivation, Physical Activity

Turkish CoHE Thesis Center URL

WoS Q

N/A

Scopus Q

N/A

Source

Volume

24

Issue

4

Start Page

113

End Page

118