000069593 001__ 69593
000069593 005__ 20180322143021.0
000069593 037__ $$aTAZ-TFG-2017-3007
000069593 041__ $$aspa
000069593 1001_ $$aLiarte García, Cristina
000069593 24200 $$aExergame-based phychomotricity work in a class of 3rd grade of preschool
000069593 24500 $$aTrabajo de la psicomotricidad a partir de videojuegos activos en un aula de 3º de educación infantil
000069593 260__ $$aZaragoza$$bUniversidad de Zaragoza$$c2017
000069593 500__ $$aABSTRACT This project has the objective of working the psychomotricity in the Primary School Classrooms through the opportunities that exergaming offers. Usage of Exergames as a di-dactic tool allows creating learning contexts, with a highly active and motivational content, that contribute to the development of the main motor skills in a playful way. Many studies endorse the opportunities, benefits, competencies and abilities that can be developed in the teaching-learning processes by exploiting video game´s educational poten-tial. For that reason, we have proposed a program directed towards five to six year old chil-dren, which consist on ten sessions to work out different psychomotor skills and sports by means of Wii Fit and Wii Sports video games. Thereby, through competent management of Exergames, the student body could foster and expand their psychomotor capabilities through playful and innovative activities. Finally, it´s stated that for a high-quality and effective learning it is critical to competences on the requirements the society demands from education. KEY WORDS: Psychomotricity, innovation, video games, Exergames, Childhood Education.
000069593 506__ $$aby-nc-sa$$bCreative Commons$$c3.0$$uhttp://creativecommons.org/licenses/by-nc-sa/3.0/
000069593 520__ $$aRESUMEN Este trabajo tiene como objetivo trabajar la psicomotricidad en las aulas de Educación Infantil a partir de las posibilidades que ofrecen los videojuegos activos (Exergames). El uso de los Exergames como herramienta didáctica permite crear contextos de aprendizaje que, teniendo en cuenta el factor activo y motivacional que poseen, se contribuye al desarrollo de las principales habilidades del desarrollo psicomotor de manera lúdica. Numerosos son los estudios que respaldan las posibilidades, beneficios, competencias y habilidades que pueden desarrollarse en los procesos de enseñanza-aprendizaje explotando los videojuegos de forma didáctica. Por esta razón, se plantea un programa dirigido a un aula de niños/as de entre cinco y seis años, en el que se han diseñado diez sesiones en las que se trabajan diferentes habilidades psicomotrices y deportes, a través de los videojuegos Wii Fit y Wii Sports. Así bien, a través de la correcta aplicación de los videojuegos utilizados, el alumnado podría trabajar y desarrollar su psicomotricidad mediante actividades lúdicas e innovadoras. Finalmente, se establece que para buscar una mayor calidad y eficacia en el aprendizaje es necesario trabajar las competencias que la sociedad actual exige a la educación. ABSTRACT This project has the objective of working the psychomotricity in the Primary School Classrooms through the opportunities that exergaming offers. Usage of Exergames as a di-dactic tool allows creating learning contexts, with a highly active and motivational content, that contribute to the development of the main motor skills in a playful way. Many studies endorse the opportunities, benefits, competencies and abilities that can be developed in the teaching-learning processes by exploiting video game´s educational poten-tial. For that reason, we have proposed a program directed towards five to six year old chil-dren, which consist on ten sessions to work out different psychomotor skills and sports by means of Wii Fit and Wii Sports video games. Thereby, through competent management of Exergames, the student body could foster and expand their psychomotor capabilities through playful and innovative activities. Finally, it´s stated that for a high-quality and effective learning it is critical to competences on the requirements the society demands from education. KEY WORDS: Psychomotricity, innovation, video games, Exergames, Childhood Education.
000069593 521__ $$aGraduado en Magisterio en Educación Infantil
000069593 540__ $$aDerechos regulados por licencia Creative Commons
000069593 700__ $$aBustamante, Juan Carlos$$edir.
000069593 7102_ $$aUniversidad de Zaragoza$$bPsicología y Sociología$$cPsicología Evolutiva y de la Educación
000069593 8560_ $$f682025@celes.unizar.es
000069593 8564_ $$s1247937$$uhttps://zaguan.unizar.es/record/69593/files/TAZ-TFG-2017-3007.pdf$$yMemoria (spa)
000069593 909CO $$ooai:zaguan.unizar.es:69593$$pdriver$$ptrabajos-fin-grado
000069593 950__ $$a
000069593 951__ $$adeposita:2018-03-21
000069593 980__ $$aTAZ$$bTFG$$cFEDU