Desarrollo, viabilidad y efectividad de un modelo de entrenamiento de patadas basado en realidad aumentada entre estudiantes adolescentes de Pencak Silat
DOI:
https://doi.org/10.55040/d7mpg395Palabras clave:
pencak silat, modelo de entrenamiento, innovación tecnológica, realidad aumentadaResumen
Este estudio tuvo como objetivo desarrollar, evaluar la viabilidad y examinar la efectividad de un modelo de entrenamiento de patadas basado en realidad aumentada (RA) con proyector para estudiantes adolescentes de pencak silat de entre 15 y 18 años. El estudio empleó un enfoque de investigación y desarrollo seguido de una evaluación de efectividad utilizando un diseño de grupo de control pretest-postest. La fase de desarrollo incluyó el diseño de materiales de entrenamiento de realidad aumentada (RA) basados en proyectores y la visualización de ejercicios para patadas frontales, patadas en media luna, patadas laterales y patadas hacia atrás. La validez de contenido fue evaluada por cinco expertos utilizando la V de Aiken, mientras que la prueba de viabilidad fue realizada por siete entrenadores calificados utilizando análisis porcentual descriptivo. La prueba de efectividad involucró a 72 estudiantes de siete escuelas secundarias superiores. Los resultados del estudio incluyeron precisión de patada, medida utilizando un tablero objetivo zonificado, y frecuencia de patada, medida utilizando una versión adaptada de la prueba de frecuencia y velocidad de patada (10 segundos). Luego, se realizó un análisis de efectividad utilizando MANCOVA. Los hallazgos demostraron que el modelo desarrollado poseía una alta validez de contenido (>0.8). Las pruebas de viabilidad realizadas por profesionales arrojaron un porcentaje general del 86,31 %, lo que indica que el modelo era viable para su implementación. Los resultados del MANCOVA revelaron efectos grupales significativos en la precisión de las patadas (F = 45,231; p < 0,001) y la frecuencia de las patadas (F = 179,061; p < 0,001). Estos hallazgos indican que el modelo de entrenamiento de patadas con realidad aumentada basado en proyector es válido, viable y eficaz para mejorar tanto la precisión como la frecuencia de las patadas entre los estudiantes de pencak silat que participan en actividades extracurriculares.
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