Effectiveness of an awareness programme to assess the knowledge regarding Gaming disorder among adolescents in selected school of Hubballi

Ramesh D. Navalagund, Sanjay M Peerapur, Sunil M. B.
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Abstract

Video games are age and gender friendly, very popular but like other pleasurable endeavors, can have adverse consequences on adolescent’s health overuse of gaming consoles, mobiles, other electronic gadgets will have negative impact on health. Enlightenment about the knowledge regarding gaming disorder will influence to plan the prevention and management for gaming disorder victims. Nursing officers get idiosyncratic moment to mold and grow healthy cognition and positive self-confidence among adolescents. An evaluative study was conducted among 50 adolescents of selected school of Hubballi. Probability; simple random sampling technique was used to select the sample and data was collected by structured knowledge questionnaire. The research design used for the study was pre-experimental: one group pre-test post-test design. Data analysis was done by using descriptive and inferential statistics. Overall result of the study revealed that the level of knowledge on gaming disorder in pre-test revealed that 26(52%) had average knowledge, 16 (32%) had good knowledge and 8 (16%) had poor knowledge. Whereas, in post-test after Awareness Programme, 23 (46%) had good knowledge and 27 (54%) had average knowledge. The calculated paired ‘t’ value (tcal= 20.91) was greater than the tabulatedvalue (ttab= 2.0096). Hence, H1 was accepted. This indicates that the gain in knowledge scores was statistically significant at 0.05 level of significance. There was no statistical association between knowledge scores and their selected socio-demographic variables at 0.05 level of significance. The study concluded that the Awareness Programme was effective in improving knowledge regarding gaming disorder.
为评估胡巴利部分学校青少年对游戏障碍的了解程度而开展的宣传计划的效果
电子游戏不分年龄和性别,非常流行,但与其他娱乐活动一样,也会对青少年的健康造成不良影响。过度使用游戏机、手机和其他电子产品会对健康造成负面影响。对游戏障碍相关知识的了解将有助于制定预防和管理游戏障碍受害者的计划。护理人员有机会在青少年中塑造和培养健康的认知和积极的自信心。本研究对胡巴利(Hubballi)部分学校的 50 名青少年进行了评估。采用概率、简单随机抽样技术选择样本,并通过结构化知识问卷收集数据。本研究采用的研究设计是实验前设计:一组前测后测设计。数据分析采用了描述性和推论性统计方法。研究的总体结果显示,在前测中,26 人(52%)对游戏障碍的认知水平一般,16 人(32%)认知水平较好,8 人(16%)认知水平较差。而在认知课程后的测试中,23 人(46%)对游戏失调症的认知良好,27 人(54%)认知一般。计算得出的配对 "t "值(tcal= 20.91)大于列表值(ttab= 2.0096)。因此,H1 被接受。这表明,在 0.05 的显著性水平上,知识得分的增加具有统计学意义。在 0.05 的显著性水平上,知识得分与所选社会人口变量之间没有统计学关联。研究得出结论,游戏障碍认知计划有效地提高了人们对游戏障碍的认识。
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