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Mejora del equilibrio, atención y concentración después de un programa de entrenamiento exergame en la persona adulta mayor
(2018-01-01) Santamaría Guzmán, Keven; Salicetti Fonseca, Alejandro; Moncada Jiménez, José; Solano Mora, Luis Carlos
Objetivo: determinar si la práctica aguda y crónica con el videojuego Dance Dance Revolution (DDR®) produce una mejora significativa en la atención, concentración, balance estático y balance dinámico en personas adultas mayores. Materiales y Método: Se administró un tratamiento de 15 sesiones con el video juego Dance Dance Revolution a 27 personas adultas mayores con edad promedio de 63.15 ± 5.79 años, quienes fueron asignados aleatoriamente a un grupo experimental y control. Se aplicó una batería de pruebas (TUAG, Plataforma de fuerza, Efecto Stroop y Toulouse Pierón) antes y después de la primera sesión y al finalizar la sesión 15. Resultados: El análisis de varianza mostró las siguientes interacciones significativas: TUAG (EA, p= 0.0001; EC, p= 0.0001), Stroop (EA, p= 0.0001; EC, p= 0.0001), Toulousse Pierón (EA, p= 0.015; EC, p= 0.002). En los componentes del balance estático se encontraron las siguientes interacciones significativas: DS [Fz/m] (EA, p= 0.015; EC, p= 0.004), VCopy (EC, p= 0.0001), DS Copx (EC, p= 0.006). Conclusión: La práctica del exergame DDR®, se mejora significativamente el balance dinámico y la atención. No se apoya la mejora de la concentración y el balance estático.
The effect of nine sessions of mindfulness-acceptance-commitment on sport performance and attention in volleyball players
(2016-05) Cascante Rusenhack, Marcio Maciel; Araya Vargas, Gerardo Alonso; Moncada Jiménez, José
Purpose: To determine the effect of nine sessions of Mindfulness-Acceptance-Commitment (MCA) on fitness and attention in volleyball players. A secondary aim was to study the association between attention and performance in volleyball players. Methods: Participants were 18 volleyball players (mean age = 19.5 ± 5.3 yr.) randomly assigned to a control (CTRL) and an experimental (EXP) group. The EXP condition performed 9 sessions of MAC consisting of 30-min of meditation, 30-min Yoga exercises and 30-min of body scanning. The control group did not perform exercise. Dependent variables were measured before (pre-test) and after (post-test) the intervention. The Stroop Test was used to assess attention and physical fitness was measured by volleyball serve and attacking skills. Three mixed factorial 2 x 2 ANOVAs were used to analyze dependent variables attention and skill performance. Pearson correlation was used to determine attention scores change (Δ = post-test minus pre-test) association with skill performance change (Δ = post-test minus pre-test). Results: No significant ANOVA interactions were observed for physical volleyball skills (p > 0.05). ANOVA results indicated significant differences on attention scores in the CTRL (pre-test = 53.6 ± 7.8, post-test = 57.1 ± 6.8) and EXP (pre-test = 51.7 ± 5.6, post-test = 59.3 ± 4.0) groups (p < 0.05). Post hoc analysis indicated that mean post-test attention scores in the EXP group were significantly higher than in the CTRL group (p < 0.05). A significant correlation (r = 0.478, p < 0.05) was found between score changes in attacking volleyball skills (Δ = 26) and attention (Δ = 6.6) scores. Conclusions: Results from this study suggest that MAC is effective for improving attentional skills following nine sessions of 90 min. Attention might be used as an indicator of attacking skills in volleyball.
The acute effect of static stretching on static balance and vertical jump in volleyball players
(2016-05) Moreira Umaña, Jean P.; Scaglioni Solano, Pietro; Alfaro Jiménez, Denis Francisco; Moncada Jiménez, José
Purpose: To determine the acute effect of 20-s SS on SB and VJ in professional Costa Rican volleyball players. Methods: Participants were 10 female (21 ± 2.40 yr.) and 10 male (20.60 ± 3.06 yr.) volleyball players. Participants were randomly assigned a control (CON) and experimental (EXP) conditions. SB and VJ were measured before (pre-test) and after (post-test) each condition using the Modified Clinical Test of Sensory Interaction on Balance (mCTSIB) on a Wii Balance Board for SB (displacement of the center of pressure, CoP) and the countermovement jump test for VJ. The EXP consisted of 7 lower-body muscles SS exercises performed during 20-s. The CON condition consisted on quiet sitting. Three-way ANOVA (gender x treatments x measurements) and follow-up analysis were used for the SB and VJ variables. Results: A significant two-way interaction was found on the mCTSIB open eyes test on the board (OEB) (p < 0.05). Post hoc analysis showed a higher displacement of the center of pressure (CoP) in the EXP (45.2 ± 7.8 cm) than in the CON (44.0 ± 6.4 cm) condition. A significant three-way interaction was found on the mCTSIB closed eyes test performed over a flexible surface on the board (CEFB) (p < 0.05). A higher displacement of the CoP was found in the EXP (68.4 ± 13.6 cm) compared to the CON (67.3 ± 12.8 cm) condition. Males showed more displacement of the CoP than females in the EXP condition (71.1 ± 14.0 cm vs. 65.7 ± 13.0 cm; p < 0.05), and females showed more displacement of the CoP before than after treatment (68.1 ± 13.9 cm vs. 65.7 ± 13.0 cm; p < 0.05). Males in the EXP condition showed higher displacement of the CoP (71.1 ± 14.0 cm) than males in the CON condition (72.6 ± 11.9 cm; p < 0.05). No significant interactions or main effects were obtained on the mCTSIB closed eyes test performed on the board (CEB), open eyes with flexible surface on the board (OEFB), and VJ. Conclusions: A 20-s SS exercises on lower-body muscles negatively affects SB on the OEB and OEFB conditions, without any gender distinction. The SS exercises did not affect SB in the CEB condition and VJ. Males are more unbalanced than females in the CEFB after SS exercises.
Software development practices and frameworks used in Spain and Costa Rica: A survey and comparative analysis
(2019-11-18) Díaz Oreiro, Ignacio; Chaves Campos, David; Aymerich Fuentes, Brenda Aydil; Guzmán Benavides, Julio César; López Herrera, Gustavo; Genero Bocco, Marcela Fabiana; Vizcaíno Barceló, Aurora
Software development has been impacted by the arrival of agile frameworks, especially in the last two decades. The HELENA Project (Hybrid dEveLopmENt Approaches in software systems development) was developed to identify the use of these frameworks in relation to more traditional ones. As part of this project, a survey was carried out in 55 countries, including Spain and Costa Rica. This paper presents the comparison of the results of these two countries, particularly in relation to two topics: the degree of agility of the activities of the software development life cycle and what are the most used methods and frameworks in each country. The results show similarities in both topics for the two countries, such as the fact that the most agile-oriented activities are Implementation/Coding and Integration/Testing, or the widespread use of agile frameworks with Scrum in the first place, followed by Iterative Development and Kanban. There are, however, some differences, such as a greater presence in Spain of scaling agile frameworks.
Improving the user experience of standardized questionnaires by incorporating gamified mechanisms
(2024-11-12) Guiltrichs Cordero, Deivert Sivianny; Díaz Oreiro, Ignacio; López Herrera, Gustavo
User experience (UX) evaluation is essential for organizations since it allows them to generate competitive advantage and ensure that the software created is in accordance with the target users. There are several UX evaluation techniques and tools for information systems, among which the most widely used are standardized written questionnaires. However, in recent years, more interactive techniques have begun to take center stage, such as gamified methodologies that seek to include gaming techniques to attract greater interest from evaluators. This research aims to analyze the use of gamified mechanisms in combination with standardized UX evaluation questionnaires, taking advantage of the already demonstrated statistical capabilities of the questionnaires and at the same time providing the novelty of gamification techniques so that the collection of evaluation responses is attractive to participants.