Influence of playing the tennis game in virtual reality on manipulative patterns in 7-year-old children
Influencia de la práctica del juego de tenis en realidad virtual sobre los patrones manipulativos en niños de 7 años
Main Article Content
The objective of this article is to determine the influence that the virtual reality game generates on the manipulative patterns in school children from Bogotá, Colombia. Quasi-experimental pretest and posttest study with
control group, developed in a population sample of 14 minors under the age of 7 years in two schools in the city of Bogotá, whose applied technology was the virtual reality tennis video game of the Nintendo Wii console. The results were analyzed comparatively between groups and between evaluations. The progress of the intervention and control groups was evident, regarding the development of the manipulative patterns after the application of the video game. The application of the study shows agreement with the research hypothesis, by demonstrating that the tennis game in virtual reality generates influence on the patterns. manipulative of the intervened population.
Downloads
Article Details
Bellido, D. C. (s.f.). www.futbolcarrasco.com. Recuperado el 25 de Marzo de 2013, Disponible en: http// www. futbolcarrasco.com/apartados/inef/2curso/7.pdf
Biddiss, E., & Irwin, J. (2010). Active Video Games to Promote Physical Activity in Children and Youth. JAMA Pediatrics, 664-672.
Clenaghan, B. A. (2001). Movimientos Fuandamentales, Su Desarrollo y Rehabilitación. México: Panamericana.
Esthela, G. S., & Alberto, G. S. (2009). La práctica del deporte a través del Nintendo Wii. Razón y palabra, 1-10.
Fung, V., So, K., & Park, E. (2010). The utility of a video game system in rehabilitation of burn and nonburn patients: a survey among occupational therapy and physiotherapy practitioners. J Burn Care Res., 768-75.
Gamboa, R. J. (2010). Evaluación del grado de presencia o ausencia de los patrones fundamentales de movimiento en niños y niñas de 4 a 5 años. Valparaiso: Editorial de la Universidad de Granada.
Graf, D. L., Pratt, L. V., Hester, C. N., & Short, K. R. (2009). Jugar con videojuegos activos aumenta el gasto de energía. Pediatrics, 70-76.
Haywood, k., & Getchell, N. (2009). Life Span Motor Development. Estados Unidos de America: Human Kinetics.
Hsu, J. K., Thibodeau, R., Wong, S. J., Zukiwsky, D., Cecile, S., & Walton, D. M. (2011). A “Wii” bit of fun: The effects of adding Nintendo Wii® Bowling to a standard exercise regimen for residents of long-term care with upper extremity dysfunction. Physiother Theory Pract., 185-93.
Hurkmans, H., & Ribbers, G. (2011). Energy expenditure in chronic stroke patients playing Wii Sports: a pilot study. J Neuroeng Rehabil., 8-38.
Instituto Colombiano de Bienestar Familiar. (2012). Cuendo el juego no es juego. Bogota.
Lange, B., Flynn, S., Chang, C.-Y., & Rizzo, A. (2010). Development of an interactive Game-based rehabilitation tool for dynamic balance training. Topics in stroke rehabilitation, 345-52.
Nitz, J., Isles, S., & Fu, S. (2010). Is the Wii A new generation tool for improving balance, health and well-begin? A pilot study. Climateric, 487-91.
Olmedo Ortega, P. (2010). Videoconsola WII: Lesiones provocadas por uso inadecuado. TRANCES, Revista de Transmisión del Conocimiento Educativo y de la Salud, 1-13.
Tejero, C., Balsalobre, C., & Higueras, E. (2011). Ocio Digital Activo (ODA). Realidad Social. Journal of Sport and Health Research, 7-16.
Vargas, D. M. (2011). Nutrición de niños de 2 a 7 años. Revista de Pediatría, 6.