Por favor, use este identificador para citar o enlazar este ítem: http://dspace.udla.edu.ec/handle/33000/12885
Tipo de material : bachelorThesis
Título : Eficacia del uso de video juegos como estrategia terapéutica para mejorar el equilibrio en niños y adolescentes con parálisis cerebral: una revisión sistemática
Autor : Mera Bailón, Melany Gisselle
Ortega Cordero, Sara Gabriela
Tutor : Esparza Yánez, Wilmer Danilo
Palabras clave : PARÁLISIS CEREBRAL;VIDEOJUEGOS;EQUILIBRIO MENTAL;ESTRATEGIA TERAPÉUTICA
Fecha de publicación : 2020
Editorial : Quito: Universidad de las Américas, 2020
Citación : Mera, M.; Ortega, S. (2020). Eficacia del uso de video juegos como estrategia terapéutica para mejorar el equilibrio en niños y adolescentes con parálisis cerebral: una revisión sistemática (Tesis de pregrado). Universidad de las Américas, Quito.
Resumen : OBJETIVO: Analizar la eficacia del uso de videojuegos como estrategia terapéutica para mejorar el equilibrio en niños y adolescentes con Parálisis Cerebral. MÉTODO: La recolección de datos se realizó en las plataformas de bases de datos: Pubmed, Scielo, Science Direct, PEDro y Cochrane...
Descripción : OBJECTIVE: To analyze the effectiveness of the use of video games as a therapeutic strategy to improve balance in children and adolescents with Cerebral Palsy. METHOD: Data collection was performed on the database platforms: Pubmed, Scielo, Science Direct, PEDro and Cochrane. The articles included were ten years old. Studies with two comparison groups were also incorporated, and these were analyzed quantitatively through the Physiotherapy Evidence Database (PEDro) scale. RESULTS: Based on the data obtained, the characteristics that the included articles should meet were determined, such as the frequency of treatment, number of participants, age, videogame evaluation scales used and type of balance. Later it was observed that the most used platform is computer games. On the other hand, the therapeutic intervention gave better results based on the dynamic balance that video games implemented throughout the program. Finally, the percentages of changes were established, where similarity was observed between the control and intervention group sessions. CONCLUSIONS: The information obtained during the analysis of the articles shows that computer video games are more used for their adaptability to the user, the benefits are better when working in static equilibrium for ten weeks and the percentage of change show a similarity between the groups control and intervention.
URI : http://dspace.udla.edu.ec/handle/33000/12885
Aparece en las colecciones: Licenciatura en Fisioterapia

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