Esta investigación pone a prueba, en la asignatura de Estadística del Grado de Biología, la aplicación Socrative, una herramienta de evaluación en línea de tipo SRP (Sistemas de Respuesta Personal). El objetivo fue comprobar si su uso mejora los resultados cuantitativos y cualitativos del alumnado y la eficiencia del proceso de enseñanza-aprendizaje desde el punto de vista docente. Se llevaron a cabo dos pruebas Socrative y participaron 66 estudiantes del grado de Biología de una universidad pública de la Comunidad de Madrid, divididos en dos grupos experimentales y dos grupos de control. Para analizar las mejoras cuantitativas en los resultados académicos se utilizó la prueba t de Student para muestras independientes. Para los aspectos cualitativos se utilizó el cuestionario de valoración de Socrative para el alumnado, creado por Wash. Asimismo, para analizar la influencia de la intervención desde la perspectiva docente, se utilizó el cuestionario autoadministrado para profesorado tras la aplicación de herramientas SRP, desarrollado por Cheung et al., y una entrevista semiestructurada a la profesora. Los resultados no son concluyentes en cuanto al aumento del rendimiento académico, ya que indican que el uso de Socrative mejoró significativamente los resultados del primer grupo experimental pero no del segundo. Por otro lado, sí se logró una intervención más activa de la profesora en el proceso de enseñanza-aprendizaje, con una mejora de la dinámica de la clase, así como un aumento de la motivación y la participación del alumnado y su percepción subjetiva de aprender más y con mayor facilidad.
Background After the COVID-19 pandemic, society has become more aware of the importance of some basic hygienic habits to avoid exposure to pathogens transmitted via hands. Given that a high frequency of touching mucous membranes can lead to a high risk of infection, it is essential to establish strategies to reduce this behavior as a preventive measure against contagion. This risk can be extrapolated to a multitude of health scenarios and transmission of many infectious diseases. #RedPingüiNO was designed as an intervention to prevent the transmission of SARS-CoV-2 and other pathogens through the reduction of facial self-touches by thoughtfully engaging participants in a serious game. Objective Facial self-touches should be understood as behaviors of limited control and awareness, used to regulate situations of cognitive and emotional demands, or as part of nonverbal communication. The objective of this study was to ensure that participants become aware of and reduce these behaviors through a game of self-perception. Methods The quasi-experimental intervention was applied to 103 healthy university students selected by convenience sampling and put into practice for 2 weeks, with 1 control group (n=24, 23.3%) and 2 experimental groups (experimental group with no additional social reinforcement interventions: n=36, 35%; experimental group with additional social reinforcement interventions: n=43, 41.7%). The objective was to improve knowledge and perception and reduce facial self-touches to prevent exposure to pathogens transmitted via hands not only in health multihazard scenarios but also in ordinary circumstances. The ad hoc instrument used to analyze the experience consisted of 43 items and was valid and reliable for the purpose of this study. The items were divided into 5 blocks extracted from the theoretical framework: sociological issues (1-5); hygiene habits (6-13); risk awareness (14-19); strategies for not touching the face (20-26); and questions after the intervention (27-42), designed as a postintervention tool assessing the game experience. Validation of the content was achieved through assessment by 12 expert referees. External validation was performed using a test-retest procedure, and reliability was verified using the Spearman correlation. Results The results of the ad hoc questionnaire, which were analyzed using the Wilcoxon signed-rank test and McNemar index to identify significant differences between test and retest for a 95% CI, showed that facial self-touches were reduced (item 20, P<.001; item 26, P=.04), and awareness of this spontaneous behavior and its triggers increased (item 15; P=.007). The results were reinforced by qualitative findings from the daily logs. Conclusions The intervention exhibited a greater effect from sharing the game, with interactions between people; however, in both cases, it was helpful in reducing facial self-touches. In summary, this game is suitable for reducing facial self-touches, and owing to its free availability and design, it can be adapted to various contexts.
La predicción de lesiones deportivas a través de modelos matemáticos proporciona a entrenadores y deportistas información y herramientas para su prevención. Sabiendo dónde y/o cuándo pueden surgir problemas físicos en los atletas, se tratará de evitar que efectivamente aparezcan a través de estrategias como la modificación de los planes de entrenamiento y/o su intensidad, el tratamiento preventivo de posibles lesiones futuras, etc. En este artículo se lleva a cabo una revisión bibliográfica con el fin de determinar si el uso de modelos matemáticos para pronosticar lesiones es un método válido como medida de prevención en la práctica deportiva. Se concluye que las ecuaciones de regresión logística desarrolladas hasta la fecha no tienen en cuenta todos los factores que influyen en la aparición de lesiones, como variables psicológicas y factores externos que afectan a la vulnerabilidad del deportista. Por tanto, se propone la realización de nuevas fórmulas que engloben más factores causales de éstas, además de la creación de aplicaciones informáticas que utilicen dichos modelos para facilitar la labor de los especialistas del deporte. Abstract. The prediction of sports injuries using mathematical models provides coaches and athletes with information and tools for their prevention. By knowing where and/or when physical problems may arise in athletes, we can try to prevent them from appearing through strategies such as the modification of training plans and/or workout intensity, the preventive treatment of possible future injuries, etc. In this paper a systematic literature review was carried out to establish if the use of mathematical models for prediction of injuries is a valid method to be used in sports practice as a preventive measure. It is concluded that the logistic regression equations developed to date do not have in consideration all the variables that influence the appearance of injuries, such as psychological variables and external factors that affect the athlete’s vulnerability. Therefore, it is proposed to make new formulas that include more causal factors of these, in addition to the creation of computer applications that apply these equations in order to facilitate the work of the sports specialist.
BACKGROUND After COVID-19 pandemic society has become more aware of the importance of some basic hygienic habits to avoid exposure to pathogens transmitted via hands. Given that a high frequency of touching the mucous membranes can lead to a high risk of infection, it is essential to establish strategies to reduce this behavior as a preventive measure for contagion. This risk can be extrapolated to a multitude of health scenarios and transmission of many infectious diseases. #RedPingüiNO has been designed as an intervention to prevent the transmission of SARS-CoV-2 and other pathogens, through the reduction of facial self-touches by thoughtfully engaging participants in a serious game. OBJECTIVE Facial self-touches should be understood as behaviors of limited control and awareness, used to regulate situations of cognitive and emotional demand, or as part of non-verbal communication. The objective of this study is to ensure participants to become aware of and reduce these behaviors through game. METHODS The intervention through the game was put into practice for two weeks with a control group (CG) and two experimental groups (EG-nR, no additional social reinforcement interventions; EG-R, with additional social reinforcement interventions) with the objective of improving the knowledge, perception and reduction of this risk behavior to prevent exposure to pathogens transmitted via hands not only in health multi-hazard scenarios like COVID-19 pandemic but also under ordinary circumstances. The ad hoc instrument used to analyze the experience is made up of 43 items and resulted valid and reliable for the purpose of study. Items are divided into five blocks extracted from the theoretical framework: sociological issues (1-5); hygiene habits (6-13); risk awareness (14-19); strategies for not touching the face (20-26); questions after the intervention (27-42), designed as a post-intervention tool about the game experience. Validation of content was achieved through the assessment of 12 expert referees. External validation was obtained by a test-retest procedure and reliability was verified using the Spearman correlation. RESULTS The results of the ad hoc questionnaire, analyzed using Wilcoxon signed-rank test and McNemar index to look for significant differences between test and retest, and the daily logs of the participants showed that facial self-touches were reduced, and awareness of this spontaneous behavior and its triggers was increased. CONCLUSIONS The intervention exhibited a greater effect from sharing the game, with interactions between people, but, in both cases, it was effective in reducing this gesture. In short, this game can be suitable for reducing facial self-touches and, due to its free availability and design, can be adapted to various contexts.
En la sociedad actual, en la que existe una clara tendencia al uso constante de tecnologías, se ha observado un escaso número de herramientas para la medición de la calidad de software deportivo. A través de la creación, validación y administración del cuestionario CUPEA, se pretende valorar dicha característica, además de verificar el nivel de aceptación de la aplicación entre los usuarios y su utilidad real. La validación del contenido, redacción y pertinencia de los ítems creados se consiguió a través de las valoraciones realizadas por 14 jueces expertos. La validación externa se obtuvo mediante la aplicación de la prueba test-retest a una muestra de 23 participantes de la Comunidad de Madrid. Posteriormente, se procedió a la comprobación de la fiabilidad del cuestionario mediante el coeficiente de correlación de Spearman; y para saber si existían diferencias significativas entre las respuestas dadas por el mismo sujeto se utilizó la prueba de los rangos con signo de Wilcoxon. Una vez diseñado y validado el cuestionario final, se procedió a efectuar una prueba experimental con 42 participantes para un software concreto, Easy_Aerobics. Del análisis e interpretación de los resultados obtenidos del cuestionario se ha podido concluir que se han respetado los criterios de fiabilidad, funcionalidad y usabilidad en su implementación, y CUPEA se ha mostrado como una herramienta válida para la medición de la usabilidad y de la calidad técnica del software.Abstract. Nowadays, in a society with a clear trend towards a wide use of technologies, only few tools to measure the quality of sports software have been developed. This study seeks to assess the quality and also to verify the usefulness and acceptance of a sports software, by means of creating and validating the CUPEA questionnaire to be administered to real users. Validation of content and relevance was achieved through the assessment of 14 expert referees. External validation was obtained by a test-retest procedure applied to a sample of 23 participants from the region of Madrid (Spain). Reliability of the questionnaire was verified using the Spearman correlation, while the Wilcoxon signed-rank test was emplyed to look for significant differences between test and retest. After its design and validation, the final version of the questionnaire CUPEA was obtained. An experimental test was carried out with 42 users of Easy_Aerobics. Analysis of results allows us to conclude that criteria of reliability and usability have been observed, and CUPEA has proven to be a valid tool for measuring usability and technical quality of the software.
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