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Acta Biomedica Scientia

Volume 6, Issue 3, 2019
Mcmed International
Acta Biomedica Scientia
Issn
2348 - 215X (Print), 2348 - 2168 (Online)
Frequency
bi-annual
Email
editorabs@mcmed.us
Journal Home page
http://mcmed.us/journal/abs
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Purchase
Abstract
Title
STUDY OF STRUCTURED TEACHING PROGRAMME ON AWARENESS REGARDING MOBILE GAMING ADDICTION AND ITS PREVENTION AMONG NURSING STUDENTS IN MEDICAL COLLEGE
Author
Mohar Hiralal Pawar
Email
Pawar@gmail.com
keyword
Quasi experimental, Effectiveness, Planned Teaching Programme, Addiction
Abstract
An electronic game is a game that employs electronics to create an interactive system with which a player can play.- The aim of the study was to assess the pre test and post test knowledge score regarding awareness of mobile gaming addiction among students of selected nursing college. To evaluate the effectiveness of structured teaching programme on awareness of mobile gaming addiction among students of selected college .To find the significant association with pre test knowledge score with their selected socio demographic variables among students of selected nursing college. 60 sample were selected by random sampling technique that were willing to participate in the study. Self administered tool-multiple choice statements were used Results- The result showed that in pre-test the majority of students 30(50%) had poor knowledge, 18(30%) had average knowledge and only 2(20%) had good knowledge. The calculated pre test mean value is 6.66.In posttest majority of students 33(55%) had good knowledge, 21 (35%) of the samples had very good knowledge and only 6(10%) had average knowledge.Data shows that the mean post-test knowledge score (12.28) was higher than the mean pre-test knowledge score (6.66). The computed't' value (t60=8.02) was higher than the table value at 0.05 level of significance. Hence the research hypothesis H1 is accepted and it was inferred that the mean difference between pre- and post-test knowledge score was statistically significant.This indicates that the structured teaching programme was effective in increasing the knowledge regarding mobile gaming addiction and its prevention among students.The study also revealed that there is significant association of proficiency level with age,how much time spent on mobile game, at 0.05 levels hence the H1 is accepted
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