An Application of Life Skills and Social Support to Modify Adolescents Online Game Playing Behavior MODIFY ONLINE GAME PLAYING
Main Article Content
Abstract
This quasi - experimental research aimed to study the effectiveness of a health education
program applying life skills and social support to modify the online game playing of adolescents.
The sample included 80 secondary school students (40 subjects in the experimental group and
40 subjects in the control group). The health education program included activities held over 4
cones quentive weeks. Data collection, was conducted three times for comparison : preexperiment, post-experiment, and one month follow-up. The experiment lasted six weeks. The
descriptive statistics were used included frequency, percentage, mean, standard deviation, and
analytical statistics were used to compare mean by Repeated Measures One - Way ANOVA,
Paired Samples t-test, and Independent Samples t-test.
The results showed that life skills scores were higher in the experimental group than the
control group for critical thinking, self-esteem, refusal skills at a statistically significant level of
0.05, and scores of social support were higher in the experiment group than the control group at
a statistically significant level of 0.05. (peer, p = 0.002), (teacher, p = 0.033), (parents, p = 0.001).
The results also indicated that one month following the experiment, adolescents online game
playing in the experimental group showed better improvement than the control group at a
statistically significant of level 0.05 (p = 0.014).