The Effect of purposeful rhythmic active games on adolescents’ mental health indicators
Paper ID : 1801-SSRC-13TH
Authors
Hossein Hossein Zadeh *1, Behnam Maleki2, امین غلامی3, Javad Riyahi4
1ذانشگاه آزاد اسلامی واحد یادگار امام خمینی (ره)، تهران، ایران
2دانشگاه آزاد اسلامی واحد یادگار امام خمینی (ره)، تهران، ایران
3SSRC, Tehran, Iran
4Shahid Beheshti University
Abstract
The aim of this study was to determine the effect of a period of purposeful rhythmic movement games on adolescents' mental health indicators. In the present study, the effect of rhythmic games on the indicators of physical symptoms component, anxiety component, social dysfunction component, and adolescent depression as subscales of mental health was also investigated. The research method was quasi-experimental and its design was pre-post test with a control group. The subjects of the study were selected through the available sampling method to 30 male adolescents in the age range of 14 to 16 years in Tehran, that were selected through available sampling method and randomly divided into two groups of control and experimental group and completed the mental health test. Then, the participants of the experimental group participated in purposeful rhythmic active games for 8 weeks and 2 sessions of 1 hour per week, and at the end, the participants of both groups performed the mental health test again. General Mental Health Questionnaire and Personal Characteristics Questionnaire were used for data collection. The control group continued their normal life and did not participate in any intervention program. At the end of the experimental group, all participants completed the Goldberg Questionnaire (GHQ). Data were analyzed by used the Univariate analysis of covariance test. Statistical analysis was performed using SPSS software version 21. Univariate analysis of covariance showed that 8 weeks of purposeful rhythmic active games have a significant effect on mental health, physical symptoms component, anxiety component, social dysfunction component, and adolescent depression component (P< 0.05). According to the results of the present study, purposeful rhythmic active games can be used to promote mental health, and to diversify and make more attractive programs for adolescent educational centers.
Keywords
Rhythmic game, Mental health indicators, Youth
Status: Abstract Accepted (Poster Presentation)