One of the main objectives of Physical Education in elementary schools is to encourage motivation so that the subject enhances academic performance and the practice of physical exercise. Didactic research should evaluate the effectiveness of educational methods to know if they are applicable, useful, and in what sense. Exergames are digital motor games that aim to stimulate players' motor skills. Gamification refers to the use of game-based elements in nongame contexts to motivate actions. This research evaluates a gamified exergaming intervention, designed to improve children's academic performance by focusing on understanding applicability and usefulness. A natural experiment was set up in schools according to a mixed methods design. The qualitative data herein reported were collected during a natural experiment with a nonrandomized controlled design. The qualitative research design was used with field notes, an open-questions questionnaire, individual semi-structured interviews and focus group interviews. Eight teachers and 417 students took part. A content analysis was chosen as the methodological orientation. The facilitators were the realism of their didactic design and their adaptability to different educational contexts. The main barriers were the required materials and facilities. Teachers and students' attitudes were very positive, although future use was inconclusive. These findings may imply that this study is one of the few to provide positive evidence for educational gamification. The "Mechanics-Dynamics-Aesthetics" gamification model and the "Just Dance Now" exergame may be applicable and useful for didactics in Physical Education, but all the participants' suggestions need to be considered to improve teaching interventions.
El objetivo de este estudio fue determinar en el pádel femenino de elite (PFE) las características antropométricas, la respuesta fisiológica y la estructura temporal producida durante una competición simulada (CS). Seis jugadoras con una experiencia mínima de 4 años en pruebas del circuito oficial fueron seleccionadas para participar en esta investigación. Se registraron diferentes medidas corporales para estudiar el perfil antropométrico: masa corporal, talla, 6 pliegues, 4 perímetros y 3 diámetros. Durante la CS fueron registradas las siguientes variables: i. Frecuencia cardíaca máxima (FCmáx), mínima (FCmín) y media (FCmed) de cada juego, set y total; ii. Niveles lácticos al terminar cada set, al finalizar el partido y en los minutos 2, 4, 6, 8 y 10 del periodo de recuperación; iii. Tiempo de juego total. Los valores antropométricos analizados reflejaron un somatotipo endo-mesomórfico (3.7-4.2-2.5). Los resultados fisiológicos obtenidos durante la CS fueron de 177±9.2 y 151±8.1 lpm para la FCmáx y FCmed respectivamente. Los niveles lácticos máximos alcanzados fueron de 2.4±.6 mmol.l. La duración media de los partidos fue de 56:11±00:38 m. La FCmáx fue de un 76.3% respecto a la máxima hallada en laboratorio. Los niveles de lactacidemia registrados situaron el esfuerzo en la vía metabólica aeróbica con cortos periodos entre el metabolismo aeróbico-anaeróbico. Conocer estos datos resulta de gran utilidad como método de control del rendimiento y de planificación del entrenamiento en el PFE.Palabras clave: composición corporal, somatotipo, lactato, frecuencia cardiaca, estructura temporal.Abstract: The aim of this study was to analyze anthropometric characteristics, physiological response and structure temporal produced in elite female paddle players (EFPP) during a simulated competition (SC). Six EFPP, with four years minimum experience in official circuit competitions, were selected for this study. Different body measures were registered to obtain the anthropometric profile: body mass, height, 6 skinfolds, 4 girths and 3 breadths. During CS the following variables were recorded: i. Maximum heart rate (HRmax), minimum and medium heart reat (HRmin and HRmed) on each game, set and final match; ii. Blood lactate levels after each set and lactate levels in minutes 2, 4, 6, 8, and 10 during recovery period; iii. Total playing time. Anthropometric values showed a mesoendomorfic somatotype (3.7-4.2-2.5). Physiological results showed that average achieved during SC was 177±9.2 and 151±8.1 bmp HRmax and HRmed, respectively. Maximum blood lactate levels showed by EFPP were 2.4±0.6 mMol.L-1. The mean match time was 56:11±00:38 m. Percentage of HRmax during simulated match was 76.3% of maximum value obtained during laboratory test. Blood lactate levels during SC showed that EFPP spent most of the time at aerobic intensities with brief periods at anaerobic intensities. Data obtained in this study provides useful information in EFPP training periodization and performance management.Key words: body composition, somatotype, blood lactate, heart rate, temporal structure.
Este estudio busca analizar el efecto de una intervención educativa, basada en el uso de un exergame, sobre la actividad cerebral relacionada con procesos de coordinación motora. Cinco alumnos formaron parte del grupo control (fueron los que recibieron la intervención didáctica tradicional) y cuatro alumnos formaron parte del grupo experimental (recibieron la intervención educativa basada en el uso del exergame). Las medidas de espectroscopía funcional de infrarrojo cercano (fNIRS) se recogieron en dos momentos diferenciados (antes –medida PRE– y después –medida POST– de la intervención) con un sistema NIRScout de 64 canales, cubriendo el área motora suplementaria (SMA) durante la realización de una tarea de coordinación bimanual de flexión-extensión digital. Los resultados mostraron que parece existir un patrón de actividad más eficiente en el grupo que realizó la intervención de exergaming gamificada en comparación con el grupo que realizó la intervención didáctica tradicional. En conclusión, nuestro estudio muestra evidencia neurofuncional sobre los efectos de los exergames en la coordinación motora.
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