EFECTO AGUDO DE UNA YINCANA CON REALIDAD AUMENTADA SOBRE VARIABLES DE RENDIMIENTO COGNITIVO EN ADOLESCENTES
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2017-11-14
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Jaén: Universidad de Jaén
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[ES]El objetivo del presente estudio fue analizar el efecto agudo de una sesión de actividad
física mediante una yincana con realidad aumentada sobre la atención, concentración,
memoria, creatividad, razonamiento lingüístico y cálculo matemático, aplicada a dos
grupos experimentales siguiendo dos pautas diferentes. Un grupo fue sometido a
pruebas físicas y pruebas con carga cognitiva (GEx1), otro sometido únicamente a
pruebas físicas (GEx2) y un grupo control (GC). La muestra estaba formada por 90
adolescentes (34 GEx1; 24 GEx2; 32 GC). Para la atención y concentración se usó el
test D2. Para evaluar la memoria y la atención se utilizó un test ad hoc adaptado. Para la
creatividad, el test CREA. El cálculo matemático y el razonamiento lingüístico fueron
evaluados a través de test de elaboración propia. Los análisis mostraron que una sesión
de una yincana con realidad aumentada mejora la atención, memoria y creatividad, lo
cual sugiere que la práctica motivante de actividad física podría afectar positivamente al
estado cognitivo del alumnado adolescente y por tanto a su rendimiento académico.
Palabras clave: actividad física, cognición, realidad aumentada, adolescentes.
[EN]The aim of this study was to analyze the acute effect of a physical activity session by means of a gymkhana with augmented reality on attention, concentration, memory, creativity, linguistic reasoning and mathematical calculation, applied to two experimental groups following two and different. One group was sometimes a physical test and a cognitively charged test (GEx1), another a physical test (GEx2) and a control group (GC). The sample consisted of 90 adolescents (34 GEx1, 24 GEx2, 32 GC). The D2 test was used for attention and concentration. An adapted ad hoc test was used to evaluate memory and attention. For creativity, the CREA test. The mathematical calculation and linguistic reasoning were evaluated through self-created proof. The analyzes have detected an improvement session with improved reality, memory and creativity, which suggests that the motivate practice of physical activity could positively affect the cognitive state of the student and therefore their academic performance. Key words: physical activity, cognition, augmented reality, adolescents.
[EN]The aim of this study was to analyze the acute effect of a physical activity session by means of a gymkhana with augmented reality on attention, concentration, memory, creativity, linguistic reasoning and mathematical calculation, applied to two experimental groups following two and different. One group was sometimes a physical test and a cognitively charged test (GEx1), another a physical test (GEx2) and a control group (GC). The sample consisted of 90 adolescents (34 GEx1, 24 GEx2, 32 GC). The D2 test was used for attention and concentration. An adapted ad hoc test was used to evaluate memory and attention. For creativity, the CREA test. The mathematical calculation and linguistic reasoning were evaluated through self-created proof. The analyzes have detected an improvement session with improved reality, memory and creativity, which suggests that the motivate practice of physical activity could positively affect the cognitive state of the student and therefore their academic performance. Key words: physical activity, cognition, augmented reality, adolescents.
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Educación Física