نوع مقاله : مقاله پژوهشی
1 دانشگاه تبریز
2 دانشجوی دکتری رفتار حرکتی، دانشکده تربیت بدنی و تندرستی، دانشگاه شهید بهشتی، تهران، ایران.
3 استاد رفتار حرکتی، دانشگاه تبریز
عنوان مقاله [English]
Purpose: Given the positive effect of gaming on reducing child consumption in this study following or answering this question, can virtual games through WhatsApp reduce the consumption of patients and patients with Quid-19 during quarantine?
Methods: The present study employed a quasi-experimental research design with a control group. A total of 68 children of parents with Covid-19 disease who were in-home quarantine with an age range of 8-12 years were selected voluntarily and available as a research sample and randomly divided into two experimental groups (n = 33) and control (n = 35). The Corona Disease Anxiety Scale (CDAS) was employed to assess COVID-19 anxiety. Then physical game training for two weeks in eight 45-60 minute sessions was provided through WhatsApp for the experimental group. Analysis of covariance at the significance level of 0.05 was used to analyze the data.
Results: The results showed that after virtual exercise, in the experimental group, anxiety, physical symptoms (P = 0.001) and psychological symptoms (P = 0.001) significantly decreased.
Conclusion: Playing in cyberspace seems to reduce anxiety in children whose parents were in home quarantine.