Morteza Dousti; mansoreh mehdinejad; Saeid Tabesh
Abstract
The purpose of this study was to identify the technological and educational factors influencing the development of traditional and local games in Mazandaran province. The research method was qualitative. The statistical population were the expert form education and train organization, sports and youth ...
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The purpose of this study was to identify the technological and educational factors influencing the development of traditional and local games in Mazandaran province. The research method was qualitative. The statistical population were the expert form education and train organization, sports and youth office and tradition sport bodies. For gathering of data, the first phase of the content analysis was 57 internal and external research. The second stage was a semi-structured interview with 30 experts as statistical sample, and The interviews continued until the theoretical saturation was reached. The type was purposeful and accessible. The third stage included interviews with 15 members of the Delphi team, including experts and executives at the traditional and local games. Samples were also targeted and available at this stage. To determine the validity, 7 faculty member and PhD students in sports management were selected and approved. The findings show that the most important affective factors for development of this games include: speed of change and adaptation to new technology, performing traditional and local games in the form of physical education lessons in schools and universities, also, sending students to visit traditional game festivals. Based on the findings, it is necessary to pay attention to local and traditional games in schools along with using new technologies.
Farzad Ghafouri
Abstract
The present study aimed to investigate innovations related to leisure-time physical activity in successful countries (Switzerland, Australia, Germany, Japan, Canada, England, and Qatar) for comparison and implementation in Iran. Using a qualitative-applied method and comparative approach, innovations ...
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The present study aimed to investigate innovations related to leisure-time physical activity in successful countries (Switzerland, Australia, Germany, Japan, Canada, England, and Qatar) for comparison and implementation in Iran. Using a qualitative-applied method and comparative approach, innovations were analyzed in four sectors: product/services, processes, management, and governance. The findings indicate ten product/service innovations including personalized coaching services, adventure parks, and shared clubs that help increase citizens' participation in physical activity; six process innovations including collaborative digital platforms and smart reservation systems that facilitate citizens' participation in physical activity; seven management innovations including integrated management of sports facilities and data-based management that can create fundamental transformation in the quality and quantity of physical activity programs; six governance innovations including the establishment of a Supreme Council for Physical Activity (integrated governance), sports space requirements law, and comprehensive and diverse programs that also improve policy-making effectiveness. This research, by presenting adaptable models, provides the ground for increasing citizens' participation in physical activities and improving public health.
Ahmad Karimipoor; Mehdi kohandel; Hossein Abdolmaleki; Seyednemat Khalifeh Khalifeh
Abstract
The current research was carried out with the aim of providing a model for improving preparation, exploration and exploitation of technology using the capacities of digital transformation and electronic preparation in knowledge-based sports businesses. The research method was survey type. The statistical ...
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The current research was carried out with the aim of providing a model for improving preparation, exploration and exploitation of technology using the capacities of digital transformation and electronic preparation in knowledge-based sports businesses. The research method was survey type. The statistical population of this research included managers and employees of knowledge-based sports businesses. Based on Cochran's sample size formula, 384 people were identified as the research sample. Then, using available sampling method, the target sample was selected and by removing invalid questionnaires, analyzes were performed on 338 people. The research tool was a standard questionnaire. In order to analyze the data, the method of structural equations was used. The whole process of data analysis was done in SPS and PLS software. The results of this research showed that electronic preparation has a significant effect on preparation (0.332), exploration (0.346) and exploitation (0.332) in knowledge-based sports businesses. The results of this research also showed that digital transformation has a significant impact on preparation (0.614), exploration (0.502) and exploitation (0.609) in knowledge-based sports businesses. The results of this research showed that the current research model has a good fit. In order to improve readiness, exploration and exploitation of technology, it should use the capacities of digital transformation and electronic readiness.
Ehsan Seid Mohammadi; Meysam Rahimizadeh; AmirHoseyn Monazzami
Abstract
This research was conducted with the aim of designing a model for the development of public sports based on new technologies such as social networks. a qualitative method and a systematic Grounded theory were applied on this study. The statistical population includes Faculty members of universities and ...
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This research was conducted with the aim of designing a model for the development of public sports based on new technologies such as social networks. a qualitative method and a systematic Grounded theory were applied on this study. The statistical population includes Faculty members of universities and the General Directorate of Sports and Youth and the General Board of Sports who were interviewed. The number of samples extracted from the research components that reached theoretical saturation is 14. To analyze the data, a systematic approach including three main steps of open coding, axial coding and selectie coding was used. During the process of open coding, a total of 424 primary codes were obtained without considering overlaps, and in the next step, 83 common concepts were obtained based on overlaps and similarities, which formed 24 axial codes. Finally, the obtained conceptual codes defined 10 categories for us, based on which the final research model was drawn. Based on the findings, causal factors include professional needs, cultural needs; Background factors include infrastructure and soft substrates; Intervening factors include specialized mechanisms, general mechanisms, strategies include structural development, support; The consequences include macro development, health-oriented development. Therefore, it can be concluded that by using investment opportunities in the field of media productions related to public sports, special attention should be paid and all the efforts and power of sports organizations should be in the direction of using the capacity of sports elites and prominent figures in social networks in order to promote public sports.