نوع مقاله : مقاله پژوهشی

نویسندگان

1 گروه مدیریت ورزشی، واحد تهران مرکزی، دانشگاه آزاد اسلامی، تهران، ایران

2 دانشیار، گروه مدیریت ورزشی، دانشگاه آزاد اسلامی، واحد تهران مرکز، تهران، ایران

چکیده

این پژوهش با هدف بررسی تأثیر ورزش­های الکترونیکی و ورزش­های غیرالکترونیکی بر کیفیت زندگی و شاخص­های وابسته به مهارت­های آمادگی جسمانی انجام شد. دانش‌آموزان دختر پایۀ دوازدهم مقطع متوسطۀ دوم ناحیۀ دوی شهر ری به تعداد 900 نفر جامعۀ آماری این پژوهش را تشکیل دادند. از بین آن‌ها 60 نفر به شکل نمونه‌گیری تصادفی انتخاب شدند و برحسب میزان فعالیت ورزشی و ورزش الکترونیکی به چهار گروه پانزده نفری دسته‌بندی شدند. روش پژوهش از نوع توصیفی و نیمه‌تجربی بود که به‌صورت میدانی اجرا شد. برای سنجش میزان کیفیت زندگی آزمودنی­ها و بررسی تأثیر این مطالعه بر آن، از فرم کوتاه پرسشنامۀ استاندارد کیفیت زندگی-36 سؤالی استفاده شد. از طریق اساتید متخصص حوزۀ تربیت‌بدنی روایی صوری و محتوایی پرسشنامه به دست آمد و پایایی آن با استفاده از آزمون آلفای کرونباخ 83/0 تعیین شد. به‌منظور تجزیه و تحلیل داده‌ها از شاخص‌های توصیفی و آزمون آماری تحلیل کواریانس در نرم‌افزار اس‌پی‌اس‌اس استفاده شد. نتایج نشان داد که میانگین و انحراف استاندارد پس‌آزمون متغیر کیفیت زندگی در گروه‌های کنترل 37/0 ±90/2، ورزش 31/0 ± 83/2، بازی‌های الکترونیکی 20/0 ± 03/3 و ورزش و بازی‌های الکترونیکی 25/0 ± 88/2  بود. از سوی دیگر، تفاوت معناداری بین پیش‌آزمون و پس‌آزمون متغیر کیفیت زندگی وجود نداشت (05/0 P > ,02/1 = F). دربارۀ متغیرهای آمادگی جسمانی نتایج نشان داد که تفاوت معناداری بین پیش‌آزمون و پس‌آزمون متغیرهای چابکی(01/0≤  P، 922/7 = F) ، پرتاب توپ(01/0≤  P، 044/10 = F) ، عکس‌العمل دارد (05/0≤  P، 33/5 = F)، بالابردن شانه و بارفیکس(01/0≤  P، 769/13 = F) مشاهده شد. به نظر می‌رسد بهترین حالت تمرین را ترکیب دو نوع تمرین ورزش سنتی و بازی‌های الکترونیکی تشکیل می‌دهد؛ چراکه در اغلب یافته‌ها نتایج گروه ترکیبی بهتر از سایر گروه‌ها بود؛ ازاین‌رو پیشنهاد می‌شود دانش‌آموزان متوسطۀ شهرستان شهر ری به‌منظور توسعۀ آمادگی جسمانی خود و نیز بهبود کیفیت زندگی‌شان بهتر است از برنامه‌های تمرینی ترکیبی استفاده کنند تا بتوانند بهترین نتیجۀ ممکن را کسب کنند.

کلیدواژه‌ها

موضوعات

عنوان مقاله [English]

Comparison of Quality of Life and Physical Fitness Skills of Users of Electronic and Non-Electronic Sports Games (Case Study: 12th Grade Female Students)

نویسندگان [English]

  • farideh iraj 1
  • zinat nikaeen 1
  • Ali zarei 2
  • Farideh Ashraf Ganjooyi 1

1 Department of Sport Management, Islamic Azad University, Central Tehran Branch, Tehran, Iran.

2 Associate Professor, Department of Sports Management, Islamic Azad University, Central Tehran Branch, Tehran, Iran

چکیده [English]

This study investigate the effect of electronic and non- electronic sports on the life quality and physical fitness skill related indicators. The population of this study contained 900 female students of the high schools Shar-e-Rey district 2. Among them 60 were selected randomly and were categorized into four groups according to the amount of their sports activity and electronic sports. The research method was descriptive and semi-experimental, which was conducted in the field. A standard life quality questionnaire was applied to measure the life quality of the subjects and to evaluate the effect of this study on them. The face and content validity of the questionnaire was obtained by the faculty of physical education and its reliability was determined using Cronbach's alpha test of 0.83. Descriptive indices and statistical test of covariance analysis were used to analyze the data. The results of the study indicated that the mean and standard deviation of the post-test of life quality variable were 2.90 ± 0.37 in control group , 2.83 ± 0.31 in sport group, 3.03 ± 0.20 in electronic games and 2.88 ± 0.25 in electronic and sports and games. On the other hand, there was no significant difference between pre-test and post-test of life quality (P> 0.05, F = 1/02). Regarding the physical fitness variables, the results showed that there is a significant difference between the pre-test and the post-test variables of agility, throwing the ball, reaction, raising the shoulder and the horizon bar.

کلیدواژه‌ها [English]

  • Life Quality
  • Computer Games
  • Electronic Sports
  • Non-Electronic Sports
  • Physical Fitness
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