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Video Games as an Influence in Meaningful Learning

机译:电子游戏对有意义学习的影响

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摘要

The use of virtual reality games has spread to various human activities in populations of all ages. Information and Communication Technologies (ICTs), as well as virtual reality games, have become strategic allies in the learning processes, since interactivity increases motivation, a process that underlies learning. In the same sense, these games have been used as methods of cognitive and physics in some neurological pathologies such as cerebrovascular accidents and Alzheimer's disease. This research was developed through a quasi-experimental study with a pre-test, post-test and a control group with infants. The study population met the following inclusion criteria: children of educational institutions located in the city of Bogotá, D.C., that have not practiced virtual reality sports games and that have all their physical and mental capacities, and whose parents signed the informed consent. In this study we found a slight increase in the number of students who moved to a higher stage in the jump pattern in the group that performed 2 weekly sessions of virtual reality games during one month (intervention group) with respect to the control group. This research initiates a way in which investigations can be carried out that can include larger sample sizes, with more objective tests for the evaluation of the locomotive pattern, an increase in the number of sessions of the video game, and statistical tests to determine the effects of the games of reality development of motor patterns.
机译:虚拟现实游戏的使用已扩展到各个年龄段的人群中的各种人类活动。信息和通信技术(ICT)以及虚拟现实游戏已成为学习过程中的战略盟友,因为交互性增加了作为学习基础的过程的动力。从同一个意义上讲,这些游戏已在某些神经系统疾病(如脑血管意外和阿尔茨海默氏病)中用作认知和物理方法。该研究是通过一项准实验研究进行的,该研究包括一个婴儿的测试前,测试后和对照组。研究人群符合以下入选标准:位于哥伦比亚特区波哥大市的教育机构的孩子,他们没有进行过虚拟现实体育游戏并且具有所有身心能力,并且其父母签署了知情同意书。在这项研究中,我们发现,在一个月内进行两次每周两次的虚拟现实游戏的小组(干预组)中,跳入跳阶模式的学生人数相对于对照组略有增加。这项研究开创了一种可以进行调查的方式,其中可以包括更大的样本量,更多的客观测试以评估机车模式,增加视频游戏的会话次数以及进行统计测试以确定效果运动模式的现实发展游戏。

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