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Öğe Effect of the COVID-19 pandemic on barriers to middle-aged adults' participation in physical activity in Turkey: a cross-sectional study(Imr Press, 2022) Gülü, Mehmet; Ayyıldız, ErdemBackground: Physical inactivity is one of the greatest problems facing the world today. The purpose of this study was to examine the level of barriers to physical activity for middle-aged adults during the COVID-19. Methods: Using an online survey, a sample of the Turkish population (n = 432: 48.6% female, 51.4% male; mean age 57.3 years) answered questions about sociodemographic characteristics as well as barriers to participation in physical activity during COVID-19 process. A scale of barriers to physical activity was used to determine the barriers to physical activity faced by the participants COVID-19 process. Since the data were homogeneously distributed across binary groups, independent t-tests and ANOVAs were performed for groups of three or more. In addition, if there were significant differences in the results of the ANOVA, Tukey's post hoc test was also applied. The data were analyzed using SPSS Version 22.0. (IBM Corp., Armonk, NY, USA). Results: According to the findings of this study, barriers to physical activity increase significantly as perceived health status decreases, and women's barriers to physical activity, participation are greater than those of men, and increase with age. At the same time, the strongest relationship was found for environmental factors. In addition, important results were found for the personal and social environment dimensions, and we also found that barriers to physical activity increase significantly with age. Conclusions: Finally, we determined that the barriers to physical activity for individuals with COVID-19 were significantly greater at the personal level compared to those who did not have COVID-19. That is the COVID-19 process negatively affected participation in physical activity.Öğe Exploring obesity, physical activity, and digital game addiction levels among adolescents: A study on machine learning-based prediction of digital game addiction(Frontiers Media Sa, 2023) Gülü, Mehmet; Yağin, Fatma Hilal; Göçer, İshak; Yapıcı, Hakan; Ayyıldız, Erdem; Clemente, Filipe Manuel; Ardigo, Luca PaoloPrimary study aim was defining prevalence of obesity, physical activity levels, digital game addiction level in adolescents, to investigate gender differences, relationships between outcomes. Second aim was predicting game addiction based on anthropometric measurements, physical activity levels. Cross-sectional study design was implemented. Participants aged 9-14 living in Kirikkale were part of the study. The sample of the study consists of 405 adolescents, 231 girls (57%) and 174 boys (43%). Self-reported data were collected by questionnaire method from a random sample of 405 adolescent participants. To determine the physical activity levels of children, the Physical Activity Questionnaire for Older Children (PAQ-C). Digital Game addiction was evaluated with the digital game addiction (DGA) scale. Additionally, body mass index (BMI) status was calculated by measuring the height and body mass of the participants. Data analysis were performed using Python 3.9 software and SPSS 28.0 (IBM Corp., Armonk, NY, United States) package program. According to our findings, it was determined that digital game addiction has a negative relationship with physical activity level. It was determined that physical activity level had a negative relationship with BMI. In addition, increased physical activity level was found to reduce obesity and DGA. Game addiction levels of girl participants were significantly higher than boy participants, and game addiction was higher in those with obesity. With the prediction model obtained, it was determined that age, being girls, BMI and total physical activity (TPA) scores were predictors of game addiction. The results revealed that the increase in age and BMI increased the risk of DGA, and we found that women had a 2.59 times greater risk of DGA compared to men. More importantly, the findings of this study showed that physical activity was an important factor reducing DGA 1.51-fold. Our prediction model Logit (P) = 1/(1 + exp(-(-3.384 + Age*0.124 + Gender-boys*(-0.953) + BMI*0.145 + TPA*(-0.410)))). Regular physical activity should be encouraged, digital gaming hours can be limited to maintain ideal weight. Furthermore, adolescents should be encouraged to engage in physical activity to reduce digital game addiction level. As a contribution to the field, the findings of this study presented important results that may help in the prevention of adolescent game addiction.Öğe INVESTIGATION OF HEALTHY EATING SELF-EFFICACY AND CONSCIOUS AWARENESS: A STUDY ON ADOLESCENT CHILDREN WHO DIFFER ACCORDING TO THEIR SPORTING STATUS(2023) Ayyıldız, Erdem; Gülü, MehmetThis study aims to determine the mindfulness and healthy eating self-efficacy levels of adolescents according to their sports status. For this reason, healthy eating self-efficacy scale for children and mindfulness scale for adolescents were used in our study. After the scale data were collected by convenience sampling method, homogeneity results and Cronbach alpha values were calculated. Then, the results of the study were obtained by MANOVA analysis. According to the results of the analysis, it has been determined that the ones with the highest value are male adolescent students who do sports. In addition, it has been concluded that doing sports has a positive effect on female students both on conscious awareness and on healthy eating self-efficacy levels. These results show that doing sports can provide significant physical and psychological benefits for adolescents.