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Showing 6 results for Dehghan

Dr Mahrokh Dehghani,
Volume 12, Issue 24 (12-2022)
Abstract

Nonlinear methods in physical education is a new idea that covers all the disadvantages of the traditional method and is effective for learning and implementation based on the results of studies compared to the linear method. However, it is not clear how much this method is used by trainers in Iran. This study sought to determine what kind of method (linear / non-linear) instructors use for training. Therefore, 15 expert trainers were selected by available method and interviewed by semi-structured method. The study and determination of linear or non-linear methods was based on the differences between linear and non-linear methods and the results showed based on the interview of trainers and taking into account the target categories, repetition, pattern, description, variability, feedback and instructions. The educators studied in this study use the linear method in education. The results of this study show that the university environment and practice in the field of education are separate and emphasizes that specialists in nonlinear methods should raise the awareness of sports coaches by holding training workshops and increasing knowledge. Also, the use of physical education graduates in the field of coaching and as teachers of federations may be helpful in this regard.

Reyhaneh Rostamali, Dr Houriyhe Dehghanpouri, Dr Hadi Bagheri,
Volume 12, Issue 24 (12-2022)
Abstract

This study aimed to identify the implications of Covid-19 on sports tourism and to provide appropriate strategies. The research paradigm is interpretive, its nature is exploratory, the approach is inductive, the research method is qualitative, the research strategy is the thematic analysis and the data collection was performed using targeted library study and in-depth semi-structured interviews. Data were collected from two groups of related text and informed people. Sampling was done based on theoretical saturation and purposeful manner (8 informed people and 17 articles). Holsti’s PAO method was used to measure reliability, which was approved. The thematic analysis method was used to analyze the data. The effects of Covid-19 on sports tourism were 67 basic themes, 13 organizing themes, and 3 global themes.  52 basic codes, 7 organizing themes, and 2 global themes were identified as strategies to deal with these effects. Based on the findings, it can be stated that along with the changes caused by Covid-19, the sports tourism industry needs change in its approach and operations. This research proposes strategies to make these changes that will lead to the restoration of sports tourism.

Sajad Moemeni, Alal Dehghanizade,
Volume 13, Issue 26 (12-2023)
Abstract

The aim of this study was to investigate relationship of physical activity during the COVID-19 Pandemic with life expectancy and life satisfaction of elderly. Methodology was descriptive-correlational which was done cross-sectionally in the year 2021. Statistical population included all of elderly people aged ≥60 years in Hamadan city. The number of 391 people participated who were selected from public places in Hamadan city by using a convenience sampling method. Data were collected using International Physical Activity Questionnaire, Life Expectancy, and Life Satisfaction. Data were analyzed by SPSS 26 and Smart PLS 3 software and structural equation method. The average age of the participants was 67.73±7.18 years. Mean and standard deviation of life satisfaction and life expectancy were 18.18±6.56, 19.98±6.85, respectively. 54.2% of people had low level of physical activity, 37.6% Moderate level of physical activity, and 8.2% high levels of physical activity. Physical activity had a positive and significant effect on life satisfaction (p<0.01) and life expectancy (p<0.01). According to the results, if the elderly participate in the physical activities, the results will be increasing of life satisfaction and life expectancy During the COVID-19 Pandemic.

Ghazal Nojan, Hasan Mohamadzadeh, Jalal Dehghanizadeh,
Volume 14, Issue 28 (12-2024)
Abstract

ABSTRACT
In recent years, many efforts have been made to develop new methods of training sports skills that, in addition to teaching game techniques and tactics, further challenge the cognition and emotion of learners. The aim of the present study was to to compare of traditional and sport-education (SE) methods on metacognition and metaemotion in tennis skills. The present study was a quasi-experimental study with a pre- post test design. The subjects included 24 adolescent girls from Urmia city (age: 16.54±1.36 years) who were non-randomly divided into: sport-education and traditional training groups. The training consisted of 14 sessions over 4 weeks (3 sessions per week). The research instruments were Wells' Metacognitive Questionnaire and Mittmannsgruber's Metaemotional Questionnaire. The was a significant difference between the two traditional and sport-education methods groups in increasing meta-cognition (p=0.004), positive meta-emotion (p=0.007), and negative met-aemotion (p=0.015). In the sport-education methods, meta-cognition (p=0.001) and positive meta-emotion (p=0.001) significantly increased, and negative metaemotion (p=0.001) improved. but the changes in these indicators were not significant in the traditional group (P>0.05). So, beginners can benefit from the physical benefits and improve the meta-cognitive and meta-emotional knowledge of this type of training method by performing sports activities using the sport-education methods.

Mehdi Babapuor, Jalal Dehghanizade,
Volume 15, Issue 29 (4-2025)
Abstract

Introduction: Motor learning has been measured differently based on two essential factors of OPTIMAL theory (autonomy support and increased expectations). Giving choice has been widely used in this field, but it has not been fully investigated in the learning of throwing skills according to these two factors.
Purpose: The present study aimed to investigate the benefits of giving choices using the order of practice choice on learning the putting accuracy skills and the psychological components of perceived autonomy and self-efficacy beliefs.
Method: In this quasi-experimental study, 24 novice participants with a mean age of 24.87 ± 3.26 were randomly assigned to experimental (n=12) and yoked (n=12) groups. Immediately after a 10-trial pretest, participants practiced three new tasks (visual cues, auditory cues, chest bar) to putt a golf ball into the center hole in six blocks. Then, the learning was measured during a 24-hour follow-up period under conditions completely similar to the pretest (10 trials).
Findings: The study assessed participants' skill accuracy, perceived autonomy, and self-efficacy across all three experimental phases. Mixed-design analysis of variance revealed that the order in which practice was structured significantly influenced golf putting accuracy, self-efficacy, and perceived autonomy (p ≥ 0.05).
Conclusion: The possibility of task-related small choices enhances perceived autonomy self-efficacy and, which leads to improved motor learning. Therefore, these findings are consistent with optimal theory.

 
Masoumeh Dehghan, Chalak Majidi,
Volume 15, Issue 29 (4-2025)
Abstract

Aim: The study aims to examine and compare the motivations for watching esports among Generations X, Y, and Z, highlighting generational differences and similarities in engagement with competitive gaming content. Understanding these motivations can provide valuable insights for esports marketers, organizers, and content creators to tailor experiences and communication strategies effectively.
Method: A quantitative approach was adopted. Participants were recruited using purposive sampling through online esports communities, social media platforms, and gaming forums. Data collection employed a structured questionnaire measuring various motivational factors, including entertainment, social interaction, competition, skill development, and escapism. The collected data were analyzed using descriptive statistics, ANOVA, and post-hoc tests to identify significant differences across generations.
Results: Generation Z exhibited higher scores for social interaction, escapism, and skill development, reflecting their digital nativity and integrated online social networks. Generation Y showed balanced motivation, emphasizing entertainment and competition, while Generation X primarily focused on competition and entertainment, with relatively lower social and escapism motivations. ANOVA results confirmed significant differences in motivational dimensions across generational cohorts, particularly in social interaction and escapism (p < 0.05). Post-hoc analyses further indicated that Generation Z significantly differed from Generations X and Y in these dimensions, whereas Generations X and Y did not differ significantly from each other in entertainment and competition motivations.
Conclusion: The study underscores the importance of generational segmentation in understanding esports audiences. Marketers and organizers should design differentiated content and engagement strategies to address generational preferences. Generation Z may respond best to interactive and socially connected esports experiences, while older generations may prioritize competitive and entertainment-oriented content.

 

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