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. 2020 Oct 12;17(20):7419. doi: 10.3390/ijerph17207419

Table A2.

Perceived feasibility of the Goldilocks games sorted by fitness level and smoke status.

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?”.