The Effect of Nintendo Wii and Gender to Physical Education Students’ Balance Performance
dc.contributor.affiliation | Nikolaos Vernadakis - Democritus University of Thrace | |
dc.contributor.affiliation | Maria Giannousi - Democritus University of Thrace | |
dc.contributor.affiliation | Panagiotis Antoniou - Democritus University of Thrace | |
dc.contributor.affiliation | Asimenia Gioftsidou - Democritus University of Thrace | |
dc.contributor.affiliation | Dionisis Ioannidis - Democritus University of Thrace | |
dc.contributor.author | Vernadakis, Nikolaos | |
dc.contributor.author | Giannousi, Maria | |
dc.contributor.author | Antoniou, Panagiotis | |
dc.contributor.author | Gioftsidou, Asimenia | |
dc.contributor.author | Ioannidis, Dionisis | |
dc.date.accessioned | 2020-07-30T22:21:45Z | |
dc.date.available | 2020-07-30T22:21:45Z | |
dc.date.issued | 2013 | |
dc.identifier.uri | http://hdl.handle.net/10125/69190 | |
dc.title | The Effect of Nintendo Wii and Gender to Physical Education Students’ Balance Performance | |
dc.type | Conference Paper | |
dcterms.abstract | The aim of this study was to explore whether there is a gender difference in the beneficial effects of Nintendo Wii-Fit Plus, which is a series of sports video games used to support Physical Education students’ balance performance. Participants were twenty-six (n=26) undergraduate students, between the ages from 20-22 years old. Thirteen (50%) of the participants were male and thirteen were female (50%). The balance ability assessment was performed with the Biodex stability system. Participants voluntarily completed 24-minute Wii-Fit Plus sports video games 2 times per week for a total of 8 weeks. A one-way analysis of covariance (ANCOVA) was conducted to compare the adjusted mean score of the post-tests for the two gender groups. The results indicated that there was no significant difference between the two gender groups on balance post-test scores. These finding suggest that females will benefit as equally as males by using the Nintendo Wii-Fit Plus balance games. However, further research is needed to see if these results exist with other student populations enrolled in other sports video games. | |
dcterms.extent | 11 pages | |
dcterms.rights | Attribution-NonCommercial-NoDerivs 3.0 United States | |
dcterms.type | Text |
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