Abstract

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 Bogota, 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.

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