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dc.contributor.author | Puerta-Cortés, Diana Ximena | es_ES |
dc.contributor.author | Hernández, Jennifer Karina | es_ES |
dc.contributor.author | Olaya, Ana Maria | es_ES |
dc.contributor.author | Tovar, José | es_ES |
dc.contributor.author | Varela, Daniel | es_ES |
dc.date.accessioned | 2020-10-20T10:29:37Z | |
dc.date.available | 2020-10-20T10:29:37Z | |
dc.date.issued | 2020-04-10 | |
dc.identifier.isbn | 9788490487990 | |
dc.identifier.uri | http://hdl.handle.net/10251/152512 | |
dc.description.abstract | [EN] The objective of this study was to train the visuospatial and semantic working memory of a sample of Colombian older adults through the design of a serious game. The sample was composed of 20 older adults whose ages ranged from 50 to 77 years and showed signs of normal ageing. The sample belonged to the Edad de Oro group from the Universidad de Ibagué in Colombia. Participation in this study was voluntary, and the socio-demographic data and Mini-Mental state examination questionnaires were administered. The video game’s creative process was developed over six months by a team made up of psychologists and systems engineers. The video game was created using 2D Construct3 game editor, and the use of JavaScript programming language and an advanced knowledge of HTML were required. Before training, two pilot sessions were carried out to adjust the video game structure. After that, the procedure was applied to the sample for 20 sessions. The time spent and errors made in the video game’s five levels were registered. The results show values of significant effect size. In conclusion, the Latin American samples help corroborate the central training hypothesis. Training through video games leads to improved visuospatial and semantic working memory performance. | es_ES |
dc.description.sponsorship | This work was supported by Universidad de Ibagué project reference 16-445-SEM | es_ES |
dc.language | Inglés | es_ES |
dc.publisher | Editorial Universitat Politècnica de València | es_ES |
dc.rights | Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) | es_ES |
dc.subject | Innovation | es_ES |
dc.subject | Teaching Technologies | es_ES |
dc.subject | Documentation | es_ES |
dc.subject | Visuospatial working memory | es_ES |
dc.subject | Semantic working memory | es_ES |
dc.subject | Video Game | es_ES |
dc.title | Training the working memory in older adults with the “Reta tu Memoria” video game | es_ES |
dc.type | Capítulo de libro | es_ES |
dc.type | Comunicación en congreso | es_ES |
dc.identifier.doi | 10.4995/INN2019.2019.10219 | |
dc.relation.projectID | info:eu-repo/grantAgreement/Universidad de Ibagué//16-445-SEM/ | es_ES |
dc.rights.accessRights | Abierto | es_ES |
dc.description.bibliographicCitation | Puerta-Cortés, DX.; Hernández, JK.; Olaya, AM.; Tovar, J.; Varela, D. (2020). Training the working memory in older adults with the “Reta tu Memoria” video game. Editorial Universitat Politècnica de València. 341-349. https://doi.org/10.4995/INN2019.2019.10219 | es_ES |
dc.description.accrualMethod | OCS | es_ES |
dc.relation.conferencename | INNODOCT 2019 | es_ES |
dc.relation.conferencedate | Diciembre 16-17,2019 | es_ES |
dc.relation.conferenceplace | Valencia, Spain | es_ES |
dc.relation.publisherversion | http://ocs.editorial.upv.es/index.php/INNODOCT/INN2019/paper/view/10219 | es_ES |
dc.description.upvformatpinicio | 341 | es_ES |
dc.description.upvformatpfin | 349 | es_ES |
dc.type.version | info:eu-repo/semantics/publishedVersion | es_ES |
dc.relation.pasarela | OCS\10219 | es_ES |
dc.contributor.funder | Universidad de Ibagué | es_ES |