Gamification Through Virtual Reality to Improve Oculo-Pedic Coordination in Middle Basic Education Students: Preliminary Results
摘要
This study aimed to evaluate the preliminary impact of a gamified program using virtual reality (VR) with Oculus Quest 2 devices on oculo-pedic coordination in middle basic education students in Ecuador. A quasi-experimental design was applied with pre- and post-intervention measurements in a total population of 90 students aged 9 to 11, divided into an experimental group (45 students) and a control group (45 students). To assess oculo-pedic coordination, the Oculo-Pedic Coordination Ladder Test was used, evaluating specific aspects such as execution time, motor precision, agility, and dynamic balance. The intervention consisted of gamified activities using Oculus Quest 2 virtual reality technology, implemented over four months, with two weekly sessions of 60 min each. From a statistical perspective, the Shapiro-Wilk test was initially applied to assess data normality, determining a non-parametric distribution (p < 0.05). Therefore, for hypothesis verification, the non-parametric Wilcoxon test was used to evaluate significant differences between pretest and posttest measurements. The results showed a significant improvement in the oculo-pedic coordination of the experimental group after the gamified VR intervention (p < 0.001), while no significant changes were found in the control group (p > 0.05). This study supports the effectiveness of incorporating gamified virtual reality technologies in teaching specific motor skills within the school context.