Table A2.
Q1 | ||||
Fitness Level | Workers (n) | Feasible (%) | Partially feasible (%) | Unfeasible (%) |
Above average | 4 | 83 | 17 | 0 |
Average | 12 | 67 | 33 | 0 |
Below average | 3 | 89 | 11 | 0 |
Q2 | ||||
Fitness level | Workers (n) | Feasible (%) | Partially feasible (%) | Unfeasible (%) |
Above average | 4 | 67 | 33 | 0 |
Average | 12 | 75 | 19 | 6 |
Below average | 3 | 67 | 11 | 22 |
Q1 | ||||
Smoker | Workers (n) | Feasible (%) | Partially feasible (%) | Unfeasible (%) |
Yes | 7 | 62 | 38 | 0 |
No | 12 | 81 | 19 | 0 |
Q2 | ||||
Smoker | Workers (n) | Feasible (%) | Partially feasible (%) | Unfeasible (%) |
Yes | 7 | 57 | 43 | 0 |
No | 12 | 81 | 8 | 11 |
Values are presented with frequency (n) or percentage (%). Q1: “To what extent is the game usable in the pedagogical work?”, Q2: “To what extent can you see yourself perform the games in your daily work?”.