Determining Factorial validity and reliability of Persian Version of the Achievement Goal Scale for Youth Sports

Document Type : Research Paper

Abstract

Background&Purpose: The purpose of this study was to determining validity and reliability of the Persian version of AGSYS.
Methodology: 262 children in between the ages of 9 and 14 years in different sport fields were chosen by random sampling and completed the Persian version of the AGSYS. First, with use of translation-back translation methods, face validity and translate accuracy of Persian version of questionnaire was confirmed. Confirmatory factor analysis was used for validation of structure of questionnaire, Cronbach alpha coefficient was used for internal consistency of questionnaire, and intra-class correlation coefficient was used to study temporal reliability of items.
Results: The Persian version of the AGSYS has appropriate fit index and the results supported 2-factor (Task and Ego Orientation) and 12 - item structure of the initial of scale. Internal consistency for whole of scale and subscales Task and Ego Orientation were equal to 0.81, 0.79 and 0.77 respectively and temporal reliability for whole of scale and subscales were equal to 0.75, 0.65 and 0.70.
Conclusion: Therefore The Persian version of AGSYS can be characterized as a valid and reliable tool to evaluate the Achievement Goal of children in between the ages of 9 and 14 years in sport situations.

Keywords


  1.  

    1. Gamberini L, Alcaniz M, BarresiG, Fabregat M, Prontu L, & Seraglia B. (2008). Playing for a real bonus:Videogames to empower elderly people. CYBERNETICS AND SYSTEMS ANALYSIS. 1(1):37-48.
    2. Dukic T, Broberg T. (2012) Older drivers visual search behaviour at intersections. TRAFFIC SAFETY. 15(4): 462-470.
    3. Desapriya E, Harjee R, Brubacher J, Chan H, Hewapathirane DS, Subzwari S, Pike I. (2014). Vision screening of older drivers for preventing road traffic injuries and fatalities. Cochrane Database of Systematic Reviews, (2) CD006252. DOI: 10.1002/14651858. CD006252. pub4.
    4. Chen K B, Lin J, Radwin R G. (2015). Evaluation of older driver head functional range of motion using portable immersive virtual reality. EXP EYE RES. 70:150-156.
    5. Afsharian N., Ebrahimi S. (2016). Investigating the effectiveness of face-to-face therapy through virtual reality in reducing fear of driving: single-subject examination.Psychol study. 12(1):65-84. [Persian].
    6. Rostami H, Arasto A. (2012). Comparison of the Effect of Virtual Reality Techniques and Therapeutic Movement with Limitations on Upper Extremity Function of Children with Hemiparous Cerebral Palsy.MED SCI RES. 34(2):45-51. [Persian].
    7. Bisson E, Contant B, Sveistrup H, Lajoie Y. (2007). Functional balance and dual-task reaction times in older adults are improved by virtual reality and biofeedback training. CYBERNET SYST. 10(1):16-23.
    8. Miller K, Adair B, Pearce A, Said C, Ozanne E, Morris M. (2013). Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a systematic review. AGE. 43(2):188-195.
    9. Barry G, van Schaik P, MacSween A, Dixon J, Martin D. (2016). Exergaming (XBOX Kinect™) versus traditional gym-based exercise for postural control, flow and technology acceptance in healthy adults: a randomised controlled trial. MED SCI RES. 8(1):25.
    10. Won A, Bailey J, Bailenson J, Tataru C, Yoon I, Golianu B. (2017). Immersive Virtual Reality for Pediatric Pain.CHILD NEUROPSYCHOL. 4(7):52.
    11. Våpenstad C, Hofstad E, Kuhry E, Johnsen G, Mårvik R, Hernes T. (2017). Lack of transfer of skills after virtual reality simulator training with haptic feedback. MINIMAL INVASIV THER. 3(1): 1-9.
    12. Levac D, Glegg S, Sveistrup H,Colquhoun H, Miller P, Finestone H, Velikonja D. (2016). Promoting Therapists Use of Motor Learning Strategies within Virtual Reality-Based Stroke Rehabilitation. PloS one. 11(12):20-43.
    13. Amiri S, shadmehr A, Jalaie S. (2012). Design and construction of reaction time test system and prediction skills estimation. Rehabil Sci. 6(2):12-24. [Persian].
    14. Botella C, Breton-Lopez J, Quero S, Banos M,Garcia-Palacios A, Zaragoza I, Alcaniz M. (2013). Reating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study. COMPUT HUM BEHAV. 27(1):217-227.
    15. Benedetto A, Benedetto C, Blasiis R. (2004). Evaluation of Reaction Time in Virtual Reality environment for road safety increasing. The 3rd International Conference on Traffic and Transportation Psychology (ICTTP3), Nottingham, UK. 4(2):12-23.
    16. Brand J, Piccirelli M, Hepp-Reymond M, Morari M, Michels L, Eng K. (2016). Virtual Hand Feedback Reduces Reaction Time in an Interactive Finger Reaching Task. PloS one. 11(5):38-63.
    17. Herrero D, Crocetta T, Massetti T, de Moraes I, Trevizan I, Guarnieri R. (2015). Total Reaction Time Performance of Individuals with Autism after a Virtual Reality Task. NEUROREHABILITATION. 2(1): 2376-2397.
    18. Laver K, George S, Thomas S, Deutsch JE, Crotty M. (2013). Cochrane review: virtual reality for stroke rehabilitation. Eur J Phys Rehabil Med. 48(3):523–30.

    19.Grealy, M. A., Johnson, D. A., & Rushton, S. K. (1999). Improving cognitive function after brain injury: the use of exercise and virtual reality. Archives of physical medicine and rehabilitation, 80(6), 661-667.

    20.Cho, B. H., Kim, S., Shin, D. I., Lee, J. H., Min Lee, S., Young Kim, I., & Kim, S. I. (2004). Neuro feedback training with virtual reality for inattention and impulsiveness. Cyber psychology & Behavior, 7(5), 519-526.

    1. Gholami A, farokhi A. (2014). The aim decisive influence on the choice reaction time.J Olympic. 13(7): 85-93. [Persian].
    2. Kashefi M, Hemayattalab R, homanian D. (2015). Effects of Two kinds of aerobic training on simple reaction time and choice for older men. MED SCI RES. 12(2):39-45. [Persian].
    3. Adamovich S, Fluet G, Tunik E, Merians A. (2009). Sensorimotor training in virtual reality: a review. NeuroRehabilitation. 25(1): 29-44.
    4. You S, Jang S, Kim Y, Kwon Y, Barrow I, Hallett M. (2005). Cortical reorganization induced by virtual reality therapy in a child with hemiparetic cerebral palsy. DEV MED CHILD NEUROL. 47(9): 628-635.
    5. Rostami H, Malamiri R. (2012). Effect of treatment environment on modified constraint-induced movement therapy results in children with spastic hemiplegic cerebral palsy: a randomized controlled trial. DISABIL REHABIL. 34(1):40-44. [Persian].
    6. Deluca S, Echols K, Law C, Ramey S. (2006). Intensive pediatric constraint-induced therapy for children with cerebral palsy: randomized, controlled, crossover trial.CHILD NEPHROL UROL. 21(11):931-938.
    7. Brady K, Garcia T. (2009). Constraintā€induced movement therapy (CIMT): pediatric applications. DEV DISABIL RES. 15(2): 102-111.
    8. Lotfi. M, Mohamadzadeh. H, Sohrabi. M.(2017). Effects of Virtual Reality and Reality Training with and without Auditory Information limitation on Motor Learning Table Tennis Forehand. Motor Behavior. 9 (28): 89-108. [In Persian].
    9. Winstein C, Wolf S. (2008). Task-oriented training to promote upper extremity recovery. STROKE. 2:320-343.
    10. Hung Y, Vetivelu A, Hird M, Yan M, Tam F,Graham S, Schweizer A. (2014). Using fMRI virtual-reality technology to predict driving ability after brain damage: a preliminary report. NEUROSCIENTIST. 558: 41-46.
    11. Burkhardt J, Corneloup V, Garbay C, Bourrier Y, Jambon F, Luengo V, Lourdeaux D. (2016). Simulation and virtual reality-based learning of non-technical skills in driving: critical situations, diagnostic and adaptation. IFAC-Papers On Line. 49(32):66-71.
    12. Howard M. (2017) A Meta-Analysis and Systematic Literature Review of Virtual Reality Rehabilitation Programs.COMPUT HUM BEHAV. 6(3):10-29.