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ВЛИЯНИЕ УПРАЖНЕНИЙ С ИСПОЛЬЗОВАНИЕМ ВИДЕОИГР НА СТАТИЧЕСКОЕ И ДИНАМИЧЕСКОЕ РАВНОВЕСИЕ У СТУДЕНТОК, ВЕДУЩИХ МАЛОПОДВИЖНЫЙ ОБРАЗ ЖИЗНИ

З. Шахвали

Университет имени Шахида Чамрана в г. Ахваз, г. Ахваз, Иран
https://orcid.org/0000-0003-3433-1142
z.shahvali94@gmail.com

Р. Абеданзадех

Университет имени Шахида Чамрана в г. Ахваз, г. Ахваз, Иран
https://orcid.org/0000-0002-3629-8465
r.abedanzadeh@scu.ac.ir

М. Мехравар

Университет медицинских наук имени Ахваза Джондишапура, г. Ахваз, Иран
https://orcid.org/0000-0001-8834-6521
mohammad.mehravar@gmail.com

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DOI: https://doi.org/10.14529/hsm210418

Аннотация

Цель. Целью исследования было изучить влияние упражнений с использованием видеоигр на статическое и динамическое равновесие у студенток, ведущих малоподвижный образ жизни. Материалы и методы. Данное исследование носит полуэкспериментальный характер и требует регистрации показателей участников до и после выполнения экспериментальных упражнений. В исследовании приняли участие 24 студентки г. Изе в возрасте от 18 до 29 лет, ведущие малоподвижный образ жизни. После выполнения входного тестирования все студентки были поделены случайным образом на две равные группы в зависимости от характера используемых упражнений: упражнения на основе видеоигр (Xbox) или традиционные упражнения на равновесие. Продолжительность программы упражнений в каждой группе составила 4 недели (2 раза в неделю, 20 минут, всего 8 занятий). В группе Xbox упражнения были выполнены с использованием устройства Kinect 360, контрольная группа занималась по стандартной программе с использованием традиционных упражнений на развитие равновесия. Статистический анализ выполнен на уровне значимости p ≤ 0,05. Результаты. Данные, полученные внутри групп, продемонстрировали улучшение показателей статического и динамического равновесия в обеих группах. Межгрупповое сравнение не позволило обнаружить статистически значимые различия показателей статического равновесия, при этом статистически значимые различия были зарегистрированы для показателей динамического равновесия, которое было лучше у участников группы, выполнявших упражнения с использованием Xbox. Заключение. По результатам настоящего исследования можно сделать вывод, что использование упражнений с применением технологий виртуальной реальности может рассматриваться как новый и технически привлекательный метод развития навыков равновесия, в особенности динамического равновесия.

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