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Effectiveness of Self Instructional Module on Knowledge Regarding Vision Hazards while Playing Online Games among Junior College Students

机译:自我教学模块对初级大学生在线游戏同时了解视觉危害的知识

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Playing online games has become a most popular leisure activity in many parts of the world, which may impact people’s health as a result of excessive gaming, most commonly among students.Some computer-related and vision-related researches have measured the physical and ocular effects and binocular vision separately.India has second largest number of users of cell phones.In India, few studies conducted to assess its impact on health.Presently, the incidence of internet gaming disorder among the adolescent group was between 1.3% to 19.9%.Aim: To determine the effectiveness of self-instructional module on knowledge regarding vision hazards while playing online games among junior college students.Materials and Methods: A pre-experimental pre-test, posttest research design was used to conduct this study.The study was conducted during September 2019 to February 2020 and was selected in the New English Junior College, Wardha (Maharashtra) after getting Ethical permission.(Ref.No.: DMIMS (DU)/IEC/Sept-2019/8494).Purposive sampling was the sampling method used to collect data from junior college students (11th standard students) on the basis of structured knowledge questionnaire.After collecting pre-test data, self-instructional module was given for intervention of vision hazards while playing online games to junior college students.Seven days were provided to the samples for utilising self-instructional module which was organised for 45- 50 minutes.Post-test information was gathered after seven days from the day of intervention.The data were described by frequency, percentage and t-test was used to describe the difference between pre-test and post-test knowledge score.Chi-square test was also used to find out the association between knowledge of junior college students regarding vision hazards while playing online games and selected demographic variables.Results: There was a significant difference between pre-test and post-test knowledge scores which interpreted that selfinstructional module on knowledge regarding vision hazards while playing online games among junior college students were effective.Mean value of pre-test was 7.82 and post-test was 15.62 and standard deviation values of pre-test was ±1.88 and post-test was ±0.58.The calculated t-value was 39 and p-value was <0.001.Conclusion: The study was effective because the post-test knowledge score improved than the pre-test knowledge score.So, the self-instructional module has proved to improve junior college student’s knowledge regarding vision hazards while playing online games.
机译:在线游戏已经成为世界许多地区最受欢迎的休闲活动,这可能会因过度的游戏而影响人们的健康,最常见的是学生。有些计算机相关和视觉相关的研究已经测量了物理和眼镜的影响和双目视野分开.india拥有第二大手机用户的手机。印度少数研究,评估其对健康的影响。普遍的互联网博弈混乱的发生率为1.3%至19.9%。 :要确定有关,而玩大专students.Materials与方法之间的在线游戏视觉危害自我指导模块的知识的有效性:预试验预试验中,使用后测研究设计进行这项study.The研究进行2019年9月到2020年2月,在获得道德许可后,在新的英语初级学院,韦尔马(Maharashtra)中被选中。(ref.no.: dmims(du)/ IEC /九月至8494分之2019).Purposive采样是用于从专科生(第11次标准学生)结构化的知识questionnaire.After的基础上收集数据采样方法收集预测试数据,自指导模块被给为视力的危害,而玩网游大专students.Seven天的介入提供了给它举办了45-50 minutes.Post测试信息之后,从介入的国庆七天中聚集利用自身的教学模块的样品。通过频率描述了数据,使用百分比和t检验来描述测试前测试和测试后知识分数的差异.Chi-Square测试也用于了解初级大学生关于视觉危险的知识与关联之间的关联在在线游戏和选定的人口变量的同时。结果:预测和测试后知识分数之间存在显着差异,这解释了自行关于在初级大学生中播放在线游戏的愿景危险的理解模块是有效的。预测的预测值为7.82,测试后的预测值为15.62,标准偏差值为±1.88,后检测值为±0.58 。计算的T值为39,p值<0.001。结论:该研究是有效的,因为测试后知识分数改善了预测知识得分。所以证明了自我教学模块改善初级大学生在玩在线游戏时有关视觉危险的知识。

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