Aplicación móvil Endomondo para promocionar la actividad física en estudiantes de educación secundaria (Endomondo smartphone app to promote physical activity in high school students)

Autores/as

  • Francisco Javier Gil-Espinosa
  • Rafael Merino-Marbán
  • Daniel Mayorga-Vega

DOI:

https://doi.org/10.12800/ccd.v15i46.1597

Palabras clave:

educación física, adolescentes, gamificación, nuevas tecnologías, innovación didáctica. (physical education, adolescents, game-based learning, new technologies, didactic innovation)

Resumen

Las aplicaciones móviles están integradas en la vida de los estudiantes y, por tanto, su uso con fines educativos puede convertirse en un recurso para mejorar el proceso de enseñanza-aprendizaje. Simultáneamente, el uso de las mismas puede ayudar a aumentar el nivel de motivación en la integración de la actividad física en la vida y tiempo extraescolar. El objetivo de la experiencia didáctica fue analizar el efecto de la utilización de la app móvil Endomondo, en la asignatura de EF. Con un diseño cuasiexperimental sin pretest, 138 estudiantes de tercero y cuarto de Educación Secundaria Obligatoria (64 chicas y 74 chicos; 15.4±0.5 años) accedieron a participar de forma voluntaria en la presente investigación. Fue implementada en un centro educativo del sur de España, con un índice socio-cultural medio e integrada en el currículo de la asignatura de Educación Física. Los estudiantes realizaron desafíos colectivos por grupo-clase e individuales. Los resultados mostraron una participación mayoritaria del alumnado (81.7%) con implicación familiar, y la superación genérica del desafío colectivo (83.3%) e individual (84.4%). El uso de las nuevas tecnologías puede ser un recurso educativo que ayude a aumentar el tiempo de actividad física en adolescentes.

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Mobile applications are integrated into students’ lives and, therefore, their use for educational purposes can become a resource to improve the learning-teaching process. Simultaneously, the use of applications can help increase the level of motivation in the integration of physical activity into their day-to-day life and extracurricular time. The objective of the didactic experience was to analyze the effect of the use of the Endomondo application in Physical Education subject. In the didactic experience, with a quasiexperimental design without pretest, 138 students in the third and fourth years of Compulsory Secondary Education (64 girls and 74 boys; 15.4±0.5 years) agreed to participate voluntarily in this research. It was implemented in a secondary high school in the southern of Spain, with a medium socio-culture index and integrated into the curriculum of the subject of Physical Education. The students carried out collective challenges by group-class as well as individually. The results showed that a majority of the students participated (81.7%), with family involvement, in addition to the generic achievement of the collective (83.3%) and individual challenges (84.4%). The use of new technologies can be an educational resource that helps increase the amount of time adolescents dedicate to physical activity.

Citas

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Publicado

2020-11-30

Cómo citar

Gil-Espinosa, F. J., Merino-Marbán, R., & Mayorga-Vega, D. (2020). Aplicación móvil Endomondo para promocionar la actividad física en estudiantes de educación secundaria (Endomondo smartphone app to promote physical activity in high school students). Cultura, Ciencia Y Deporte, 15(46), 465–473. https://doi.org/10.12800/ccd.v15i46.1597

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