ANALYSIS OF SCHOOL STUDENTS' INTEREST IN DIGITAL GAMES AND ITS IMPACT ON PHYSICAL ACTIVITY MOTIVATION
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Keywords

digital games, physical activity, motivation, students, sedentary lifestyle, gamification, physical education, screen time.

How to Cite

Abdullayev Vohob. (2026). ANALYSIS OF SCHOOL STUDENTS’ INTEREST IN DIGITAL GAMES AND ITS IMPACT ON PHYSICAL ACTIVITY MOTIVATION. Zamonaviy Ilmiy Yondashuvlar Va Texnologik Taraqqiyotning Ustuvor yo‘nalishlari, 1(4), 72-78. https://doi.org/10.5281/zenodo.21459597

Abstract

This article analyzes school students' interest in digital (video, mobile, computer) games and its impact on their motivation for physical activity. Based on a survey of 240 students in grades 7-9 (aged 13-15) in Tashkent, the study examined the statistical relationship between time spent on digital games and motivation toward physical exercise. Results showed that students spending more than 3 hours daily on digital games had significantly lower physical activity motivation (2.2 points) compared to those playing less than 1 hour (4.3 points), with a moderate inverse correlation (r = -0.54; p < 0.05). The study also found that active/movement-based digital games and gamification elements can increase interest in physical education, unlike passive/sedentary games. Practical recommendations for educators and coaches are proposed based on the findings.

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