Uso de la realidad virtual para mejorar habilidades motoras reales de fútbol.
| dc.contributor.advisor | Rivera Pinzón, Diego Mauricio | spa |
| dc.contributor.author | Lozano Tarazona, Álvaro Marcel | spa |
| dc.coverage.spatial | Bogotá, Colombia | spa |
| dc.date.accessioned | 2022-04-28T16:00:33Z | |
| dc.date.available | 2022-04-28T16:00:33Z | |
| dc.date.issued | 2021 | |
| dc.description.abstract | Este estudio investigó la transferencia de la habilidad motora de cabeceo en fútbol del entrenamiento deportivo en Realidad Virtual (VR) al mundo real. 61 niños (37 mujeres) entre 9 y 11 años fueron distribuidos en tres grupos: un grupo control sin entrenamiento, otro grupo que se entrenó en un ambiente VR propio, y un grupo que se entrenó en un ambiente VR externo. Teniendo en cuenta la evidencia disponible, se identificaron unos principios de diseño que se implementaron en el ambiente propio para lograr una mayor efectividad de transferencia. Después del Pre-test y Pos-test, los resultados mostraron que los grupos entrenados aumentaron de manera significativa su habilidad de cabeceo en comparación con el grupo control. Además, el grupo entrenado en el ambiente propio demostró desempeños superiores al del ambiente externo, lo cual se atribuye al elemento de diseño de progresión psico-pedagógica desarrollado. También, se encontró que la VR es una herramienta eficaz para superar el miedo inicial que existe al cabecear, y que los participantes que tenían experticia deportiva tuvieron mejores resultados que los que no. En general, este estudio aporta evidencia a la transferencia de habilidades motoras deportivas usando ambientes de entrenamiento en gafas de realidad virtual, haciendo énfasis en los elementos de diseño que pueden aportar en mayor medida a que la transferencia sea positiva. | spa |
| dc.description.abstractenglish | This study is related to the transfer of the header motor skill in soccer from a Virtual Reality (VR) sport’s training to the real world. 61 children (37 women) between 9 and 11 years of age were distributed in three groups: a control group without training; a second group that was trained in an original VR environment developed by the authors, and a group that was trained in a VR environment created by a third party. Considering the available evidence, some principles of design were implemented in the authors’ virtual environment to reach a higher transfer effectiveness. After the Pre-test and post-test, results showed that the trained groups increased their header skills in a significant level in relation to the control group. In addition, the group trained in the original environment showed a higher performance than that of the group trained in the third-party’s environment. This result is attributed to the element of design of pedagogical progression developed. In addition, it was found that VR is an effective tool in order to overcome the initial fear surrounding the header technique. Also, it was found that participants who had sport expertise showed better results than those who did not. In general, this study provides evidence in relation to the transfer of sports’ motor skills using training environments with a virtual reality headset, making emphasis on the elements of design that can better contribute to obtaining a positive transfer. | eng |
| dc.description.degreelevel | Maestría | spa |
| dc.description.degreename | Magister en Tecnologías de la Información aplicadas a la Educación | spa |
| dc.description.sponsorship | COLEGIO TOM ADAMS I.E.D. | spa |
| dc.format | spa | |
| dc.format.mimetype | application/pdf | spa |
| dc.identifier.instname | instname:Universidad Pedagógica Nacional | spa |
| dc.identifier.reponame | reponame: Repositorio Institucional UPN | spa |
| dc.identifier.repourl | repourl: http://repositorio.pedagogica.edu.co/ | |
| dc.identifier.uri | http://hdl.handle.net/20.500.12209/17184 | |
| dc.language.iso | spa | |
| dc.publisher | Universidad Pedagógica Nacional | spa |
| dc.publisher.faculty | Facultad de Ciencia y Tecnología | spa |
| dc.publisher.program | Maestría en Tecnologías de la Información aplicadas a la Educación | spa |
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| dc.rights.access | Acceso abierto | spa |
| dc.rights.accessrights | info:eu-repo/semantics/openAccess | |
| dc.rights.accessrights | http://purl.org/coar/access_right/c_abf2 | |
| dc.rights.creativecommons | Attribution-NonCommercial-NoDerivatives 4.0 International | |
| dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0/ | |
| dc.subject | Realidad virtual | spa |
| dc.subject | Transferencia | spa |
| dc.subject | Habilidad motora | spa |
| dc.subject | Futbol | spa |
| dc.subject.keywords | Virtual reality | eng |
| dc.subject.keywords | Transfer | eng |
| dc.subject.keywords | Motor skills | eng |
| dc.subject.keywords | Soccer | eng |
| dc.title | Uso de la realidad virtual para mejorar habilidades motoras reales de fútbol. | spa |
| dc.title.translated | Improvement of Real Soccer Motor Skills Using Virtual Reality. | eng |
| dc.type.coar | http://purl.org/coar/resource_type/c_bdcc | eng |
| dc.type.driver | info:eu-repo/semantics/masterThesis | eng |
| dc.type.hasVersion | info:eu-repo/semantics/acceptedVersion | |
| dc.type.local | Tesis/Trabajo de grado - Monografía - Maestría | spa |
| dc.type.version | info:eu-repo/semantics/acceptedVersion | |
| dc.type.version | http://purl.org/coar/version/c_ab4af688f83e57aa |
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