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@article{175209, author = {MS. GAYATRI RAJUJI BARDE}, title = {EFFECTIVENESS OF HEALTH EDUCATION ON KNOWLEDGE REGARDING BAD IMPACT OF VIDEO GAME AMONG TEENAGER STUDENTS IN SELECTED SCHOOL OF THE CITY – A PRE- EXPERIMENTAL STUDY}, journal = {International Journal of Innovative Research in Technology}, year = {2025}, volume = {11}, number = {11}, pages = {2220-2225}, issn = {2349-6002}, url = {https://ijirt.org/article?manuscript=175209}, abstract = {The researcher adopted Quantitative approach with one group pre-test post-test design. 50 teenager student’s 7ths, 8th, 9th was selected non-probability convenient sampling technique include base on health education bad impact on video game was given by investigator, that post-test was done after one week with the help of self-structured questionnaire. The collected data were analysis base on the above-mentioned objectives Pre-experimental one group pre-test and post-test research design with the objective of assessing the effectiveness of health education on knowledge regarding bad impact of video game among teenager student. A pre-test was administered by means of structured questionnaire depicted as ‘01’and the structured teaching program depicted as ‘x’ post test was conducted using the same structured questionnaire and depicted as ‘02’. Sample consisted of 50 teenager students in selected school of the city who were available at the time of data collection Present study was aimed assessment of the teenager student knowledge regarding bad impact of video game. So sample was selected from selected school of the city by non-probability convenient sampling technique. After selection consent was taken and self-structured questionnaire was given. The time allowed was 30 minutes for questionnaire. Then a health education was given on knowledge regarding bad impact of video game. Later after 7 days post-test was taken. According to age of the teenager students at selected schools, in the study 40% from the age group 13 and 14 years, 20% of teenager students from 15years of age. According to gender of the teenager students at selected schools, in the study 60% of students were male, 40% were female According to education of parents of the teenager students at selected schools, in the study parents of 46% in the primary education, 30% had graduate, 24% of the teenager students’ parents were in secondary education. According to family income of the teenager students at selected schools, in the study teenager students are 40% of the teenager students were from 10000- 15000 income, 30% in the less tan 10000 and above 15000 incomes According to types of electronics devices using of the teenager students at selected schools, in the study mobile were 48%, all of above were 22%, television were 16% and video game were 14%. According to area of residency of the teenager students at selected schools, in the study 64% of them urban area and 36% of them rural area. According to do you have mobile of the teenager students at selected schools, in the study 70% of the teenager students were have yes and 30% were have no. According to awareness of bad impact of video game of the teenager students at selected schools, in the study 56% of the teenager students were from yes and 44% were from no. The comparisons of the pre-test and post-test means of the knowledge were done by the paired t test. The pre-test average score was 12.22 with standard deviation of 1.89. The post-test average score was 21.61 with standard deviation of 2.32. The test statistics value of the paired t test was 30.06 with p value 0.00. The p value less than 0.05, hence accept the h1. Shows that, health education on knowledge regarding bad impact of video game among teenager students at selected schools was effective. The chi-square test was conducted to see the association of knowledge regarding bad impact of video game with selected demographic characteristics of teenager students at selected schools. The chi-square test was conducted at 5% level of significance. For the demographic variable’s type of electronic device using and monthly income, the p value of the association test with knowledge was less than 0.05, hence h2 is accepted. Concludes that, there was significant association of theses demographic variables with knowledge regarding bad impact of video game among teenager students at selected schools of city.}, keywords = {Effectiveness, Health Education, Knowledge, Bad Impact, Video Game, Teenager Students}, month = {April}, }
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