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dc.contributor.advisorEsparza Yánez, Wilmer Danilo-
dc.creatorMera Bailón, Melany Gisselle-
dc.creatorOrtega Cordero, Sara Gabriela-
dc.date.accessioned2020-11-14T03:13:07Z-
dc.date.available2020-11-14T03:13:07Z-
dc.date.issued2020-
dc.identifier.citationMera, 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.es_ES
dc.identifier.otherUDLA-EC-TLFI-2020-18-
dc.identifier.urihttp://dspace.udla.edu.ec/handle/33000/12885-
dc.descriptionOBJECTIVE: 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.en
dc.description.abstractOBJETIVO: 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...es_ES
dc.format.extent77 p.es_ES
dc.language.isospaes_ES
dc.publisherQuito: Universidad de las Américas, 2020es_ES
dc.rightsopenAccesses_ES
dc.rightsAtribución-NoComercial-SinDerivadas 3.0 Ecuador*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/ec/*
dc.subjectPARÁLISIS CEREBRALes_ES
dc.subjectVIDEOJUEGOSes_ES
dc.subjectEQUILIBRIO MENTALes_ES
dc.subjectESTRATEGIA TERAPÉUTICAes_ES
dc.titleEficacia del uso de video juegos como estrategia terapéutica para mejorar el equilibrio en niños y adolescentes con parálisis cerebral: una revisión sistemáticaes_ES
dc.typebachelorThesises_ES
Aparece en las colecciones: Licenciatura en Fisioterapia

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