Efecto agudo de una práctica “exergame” en el rendimiento del lanzamiento en baloncesto (Acute effect of “exergame” practice on performance in basketball throw)
DOI:
https://doi.org/10.47197/retos.v0i29.36736Keywords:
Nintendo Wii, Wii Sport Resort, eficacia, deportes de equipo, aprendizaje (Nintendo Wii, Wii Sports Resort, effectiveness, team sports, learning)Abstract
El propósito del estudio fue examinar el efecto agudo de una práctica “exergame”, en el rendimiento en una prueba de 25 lanzamientos al aro de baloncesto. Participaron voluntariamente 46 estudiantes de los cursos de actividad deportiva de la Universidad de Costa Rica. Los participantes fueron asignados aleatoriamente a cuatro grupos: a) control; b) práctica con el balón de baloncesto; c) práctica con Nintendo Wii, y d) la combinación de las condiciones b y c. Los participantes realizaban un test de 25 lanzamientos desde 5 puntos distintos, posteriormente cada grupo efectuaba una práctica de 30 minutos en la condición previamente establecida y finalizaba con la realización del test de lanzamientos por segunda vez. El ANOVA 2 x 4 (mediciones x grupos) indicó una interacción significativa (F= 6.17; p = 0.001). El análisis de seguimiento indicó que dichas diferencias ocurrieron en los puntajes pre-test y post-test del grupo que combinó la práctica de Baloncesto + Nintendo Wii (F=31.39; p=0.0001). Se concluye que, con la práctica aguda de lanzamiento con la tecnología exergame no se obtiene una mejora en el rendimiento de una prueba de 25 lanzamientos de baloncesto.
Abstrac. The purpose of the study was to examine the acute effect of a practice «exergame» in performance on a test of 25 shots at the basketball hoop. 46 students from sport courses at the University of Costa Rica participated voluntarily. Participants were randomly assigned to four groups: a) control; b) basketball practice; c) Nintendo Wii practice, and d) a combination of the conditions b and c. The participants performed a test of 25 shots from 5 different points, before and after a practice of 30 minutes in the previously established treatment. ANOVA 2 x 4 (measurements x groups) showed significant interaction (F = 6.17; p = 0.001). The follow-up analysis indicates that these differences occurred in the pre-test and post-test of the group that combined basketball practice with Nintendo Wii (F = 31.39; p = 0.0001). We conclude that with the acute exergame practice no improvement is obtained in the performance of a test of 25 basketball shots.
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