An investigation of high school students' motivations for digital game and for participation in physical activity
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Abstract (EN)
This study was conducted to examine the relationship between high school students' motivation to play digital games and their motivation to participate in physical activity. In the research, scanning method, one of the quantitative research models, was used. The research is designed according to general and relational scanning methods. The universe of the research consists of high school students in 15 schools selected by simple random sampling method among the non-random sampling methods studying in a total of 5 districts from public and private schools affiliated to the Ministry of National Education in the central districts of Ankara in the academic year of 2020-2021. The sample of the study is 1221 volunteer students. The personal information form prepared by the researcher and used to determine the demographic information of the participants as a data collection tool in the research and the "Digital Game Motivation Scale prepared by Tekkurşun-Demir and Cicioğlu (2018) in order to learn the motivations of students to play digital games, determined in accordance with the purpose of the research, In order to learn the motivations for participating in physical activity, "Physical Activity Participation Motivation Scale" prepared by Tekkurşun-Demir and Cicioğlu (2018) was used. SPSS 22 Package program was used to analyze the data. Before deciding on the analysis to be applied to the data, whether the data show a normal distribution was examined with the values of skewness and kurtosis. While analyzing, arithmetic mean (x ̅), standard deviation (ss), percentage (%), frequency (n) were used. In addition, in the Pearson correlation analysis, from the Pearson moments correlation coefficient; In one-way analysis of variance (ANOVA), among the Post-Hoc test statistics (Tukey HSD), in unrelated samples (t Test), Cohen's power analysis was used. As a result of this study, it was determined that high school male students were more motivated to play digital games than female students and 10th grade students had the highest level of motivation to play digital games compared to their class. However, it was found that as the education levels of the parents increased, the duration of the digital games decreased and their participation in physical activity increased. İn conclusion, it has been determined that male students' motivation to play digital games is higher than female students and that 10th grade students have the highest level of motivation to play digital games. However, it was found that as the education levels of the parents increased, the duration of the digital games decreased and their participation in physical activity increased. As a result, it is seen that as the motivation of high school students to participate in physical activity increases, their motivation to play digital games decreases significantly and at a low level.
Author
Hasan Güler
Institution

Gazi University
Beden Eğitimi ve Spor Öğretimi Bilim Dalı
How to Cite
Hasan Güler (Doctorate thesis). An investigation of high school students' motivations for digital game and for participation in physical activity, 2021, Gazi University.
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