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“我处于巅峰!”:一项促进自我调节过程以预防体育高中使用兴奋剂的互动干预计划。

"I Am on Top!": An Interactive Intervention Program to Promote Self-Regulation Processes in the Prevention of the Use of Doping in Sports High Schools.

作者信息

Galli Federica, Chirico Andrea, Codella Roberto, Zandonai Thomas, Deplano Vindice, De Maria Alessandra, Palombi Tommaso, Gotti Daniel, Alivernini Fabio, Mallia Luca, Zelli Arnaldo, Lucidi Fabio

机构信息

Department of Movement, Human, and Health Sciences, University of Rome "Foro Italico", 00135 Rome, Italy.

Department of Social and Developmental Psychology, "Sapienza" University of Rome, 00185 Rome, Italy.

出版信息

Eur J Investig Health Psychol Educ. 2023 Nov 10;13(11):2630-2641. doi: 10.3390/ejihpe13110183.

Abstract

The use of substances to improve sports performance is a widespread phenomenon among adolescents. Several anti-doping programs have been developed, mainly based on knowledge-based evidence. The main aim of the present study was to implement an anti-doping intervention in sports high school students, based on a psychological framework, such as Socio-Cognitive Theory, through the development of a Serious Game (SG), i.e., digital learning based on the game. The experimental design included an intervention group (n = 167; F = 37.7%; Mean = 17.5 years; SD = 0.58) and a control group (n = 112; F = 42%; Mean = 17.6; SD = 1). Both of the groups completed the same questionnaire on two different occasions (i.e., time 1 and time 2) for measuring doping intention, self-regulatory efficacy to resist social pressure for the use of substances, moral disengagement, and doping knowledge. Data were analyzed through repeated measures of Group X Time ANOVA, demonstrating some degree of efficacy of the intervention, in particular in terms of the decrease in doping intention and the strengthening of doping knowledge. Moreover, the study demonstrated that the score obtained during the implementation of the SG could partially represent a coherent measure of the participants' beliefs regarding doping. These results could be considered a starting point for future research to better develop technological anti-doping interventions.

摘要

使用物质来提高运动成绩在青少年中是一种普遍现象。已经制定了几个反兴奋剂项目,主要基于基于知识的证据。本研究的主要目的是基于社会认知理论等心理框架,通过开发一款严肃游戏(SG),即基于游戏的数字学习,对体育高中生实施反兴奋剂干预。实验设计包括一个干预组(n = 167;女性占37.7%;平均年龄 = 17.5岁;标准差 = 0.58)和一个对照组(n = 112;女性占42%;平均年龄 = 17.6岁;标准差 = 1)。两组在两个不同时间(即时间1和时间2)完成相同的问卷,以测量使用兴奋剂的意图、抵制使用物质的社会压力的自我调节效能、道德推脱和兴奋剂知识。通过重复测量的组×时间方差分析对数据进行分析,结果表明干预具有一定程度的效果,特别是在降低使用兴奋剂的意图和增强兴奋剂知识方面。此外,研究表明,在实施严肃游戏期间获得的分数可以部分代表参与者对兴奋剂信念的连贯衡量指标。这些结果可被视为未来研究更好地开发技术性反兴奋剂干预措施的起点。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e925/10670151/1c1f6bdf501f/ejihpe-13-00183-g001.jpg

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