Francisco Ignacio Revuelta Domínguez
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View article: Impacto de las creencias docentes y las competencias socioemocionales en la integración de las TIC por docentes de religión
Impacto de las creencias docentes y las competencias socioemocionales en la integración de las TIC por docentes de religión Open
Objective. This study is part of a doctoral thesis and examines the impact of teaching beliefs and socioemotional competencies on the integration of information and communication technologies (ICT) in religious education, considering gende…
View article: Editorial: Current trends in research on how video games support or limit social-emotional learning
Editorial: Current trends in research on how video games support or limit social-emotional learning Open
Jorge Guerra-Antequera1,2*Francisco-Ignacio Revuelta-Domínguez1,2María-Inmaculada Pedrera-Rodríguez1,2Matthew Farber3
View article: Realidad virtual y videojuegos en educación social. Percepciones y análisis en la formación de educadores
Realidad virtual y videojuegos en educación social. Percepciones y análisis en la formación de educadores Open
This study focuses on the implementation of virtual reality and video games as innovative tools in the training of social educators. The objective is to analyze the integration of these technologies in educational environments and to evalu…
View article: Diferencias de género en el acoso escolar: una mirada a las perspectivas de víctimas, acosadores y observadores
Diferencias de género en el acoso escolar: una mirada a las perspectivas de víctimas, acosadores y observadores Open
Bullying is a serious psychosocial problem with negative consequences that affect both childhood and adolescence as well as adulthood. The present study with 300 secondary school students revealed a high incidence of physical, verbal socia…
View article: Exploring Video Game Engagement, Social–Emotional Development, and Adolescent Well-Being for Sustainable Health and Quality Education
Exploring Video Game Engagement, Social–Emotional Development, and Adolescent Well-Being for Sustainable Health and Quality Education Open
This study addresses the relationship between the use of video games and social–emotional learning in adolescents, in line with the Sustainable Development Goals (SDGs) of the United Nations, highlighting SDG 3 (Health and Well-being) and …
View article: The Cultural Impact of Video Games: A Systematic Review of the Literature
The Cultural Impact of Video Games: A Systematic Review of the Literature Open
The growing relevance of video games in the social landscape requires an in-depth evaluation of the bidirectional influences of these adjacent contexts, among which the educational and cultural contexts stand out. This permeability allows …
View article: Exploring the Impact of the Video Game Monité on Exogenous Factors and Resilience against Bullying in Primary Education Students
Exploring the Impact of the Video Game Monité on Exogenous Factors and Resilience against Bullying in Primary Education Students Open
This study focuses on the issue of school bullying and explores the potential of video games as a tool to prevent and address this problem. To accomplish this, the video game Monité, specifically designed for the prevention of school bully…
View article: Efectos socioeducativos de una infrarrepresentación de las mujeres en la cultura gamer: una revisión de la literatura
Efectos socioeducativos de una infrarrepresentación de las mujeres en la cultura gamer: una revisión de la literatura Open
This research tries to respond to the problem of the lack of comprehensive representation and the presence of sexist stereotypes in video games. This means a decrease in the perception of women in society, and in the way they are treated i…
View article: Data SRL Gamification
Data SRL Gamification Open
Systematic literature review data (2014-2021) on "gamification" and "teacher training", "teacher education", "training for teachers" or "teacher professional development". WoS, Scopus and Dialnet databases.
View article: Data SRL Gamification
Data SRL Gamification Open
Systematic literature review data (2014-2021) on "gamification" and "teacher training", "teacher education", "training for teachers" or "teacher professional development". WoS, Scopus and Dialnet databases.
View article: An analysis of educational innovation culture by a Delphi expert panel
An analysis of educational innovation culture by a Delphi expert panel Open
This paper aims to reflect on educational innovation from the point of view of its representation as an indispensable element within the pedagogical culture of educational centers. We present the current elements that constitute the defini…
View article: Degree of motivation and acquisition of visuospatial perception after the incorporation a video game in the learning of mathematical knowledge
Degree of motivation and acquisition of visuospatial perception after the incorporation a video game in the learning of mathematical knowledge Open
The aim objective of this study was to analyze the incorporation procedure for the Portal 2 video game in the subject Mathematical Knowledge in Early Childhood Education. Two specific objectives were proposed: (a) to consider whether the i…
View article: Propiedades psicométricas de una prueba sobre creencias docentes respecto de la integración de las TIC
Propiedades psicométricas de una prueba sobre creencias docentes respecto de la integración de las TIC Open
This study is part of a doctoral research that analyzes the relationship between socioemotional competencies (SEC) and the teaching beliefs of secondary school teachers. In this sense, it is necessary to have a valid, reliable instrument a…
View article: Digital Teaching Competence: A Systematic Review
Digital Teaching Competence: A Systematic Review Open
This systematic literature review aimed to discover how the concept of digital teaching competence (DTC) has been developed, how its dimensions have been defined, and how educational development models and models that evaluate teachers’ di…
View article: Similarities in Procedures Used to Solve Mathematical Problems and Video Games
Similarities in Procedures Used to Solve Mathematical Problems and Video Games Open
Video game use is widespread among all age groups, from young children to older adults. The wide variety of video game genres, which are adapted to all tastes and needs, is one of the factors that makes them so attractive. In many cases, v…
View article: Models of Instructional Design in Gamification: A Systematic Review of the Literature
Models of Instructional Design in Gamification: A Systematic Review of the Literature Open
Gamification allows for the implementation of experiences that simulate the design of (video) games, giving individuals the opportunity to be the protagonists in them. Its inclusion in the educational environment responds to the need to ad…
View article: The educational integration of digital technologies preCovid-19: Lessons for teacher education
The educational integration of digital technologies preCovid-19: Lessons for teacher education Open
The educational integration of Information and Communication Technologies (ICT) has been put to the test because of the need to implement «emergency remote education» as a result of COVID-19. Within this context of uncertainty («viral mode…
View article: Secondary School Teachers Self-Perception of Digital Teaching Competence in Spain Following COVID-19 Confinement
Secondary School Teachers Self-Perception of Digital Teaching Competence in Spain Following COVID-19 Confinement Open
The education system has become even more complex following the global pandemic, which saw face-to-face teaching transition to virtual teaching. To cope with this abrupt transition, it is essential that teachers have a sufficient level of …
View article: Secondary School Teachers' Self-Perception of Digital Teaching Competence in Spain Following COVID-19 Confinement
Secondary School Teachers' Self-Perception of Digital Teaching Competence in Spain Following COVID-19 Confinement Open
The education system has become even more complex following the global pandemic, which saw face-to-face teaching transition to virtual teaching. To cope with this abrupt transition, it is essential that teachers had a sufficient level of d…
View article: La cultura maker en las dinámicas de construcción colaborativa de los videojugadores online. Caso de estudio Gumiparty
La cultura maker en las dinámicas de construcción colaborativa de los videojugadores online. Caso de estudio Gumiparty Open
In the context of the Research Project «Learning ecologies in multiple contexts: analysis of expanded education projects and conformation of citizenship (EDU2014- 51961-P)» from «Nodo Educativo» Research Group, a case study is presented wh…