Pablo Dúo-Terrón
Datos Biográficos
| ID | 8598020 |
|---|---|
| NOMBRE | Pablo Dúo-Terrón |
| NOMBRES | Pablo |
| APELLIDO | Dúo-Terrón |
| FIRMA | DÚO-TERRÓN P |
| AFILIACIONES | Universidad de Granada |
| ORCID | 0000-0002-8961-7351 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 4 |
| TOTAL DE CITAS | 0 |
| TOTAL COMO AUTOR | 4 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2022 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2023 |
| ÍNDICE H | 0 |
Analysis of Scratch Software in Scientific Production for 20 Years
Scratch is an educational software based on visual programming blocks. It was created in 2003 by the Massachusetts Institute of Technology Media Lab (MIT) and it develops computational thinking (CT) skills from an early age in schools and allows STEM (science, technology, engineering and mathematics) projects to be carried out. The aim of this research is to know the development of the scientific production of the Scratch programme in the educati…
STEAM in Primary Education. Impact on Linguistic and Mathematical Competences in a Disadvantaged Context
This research has studied the impact of the use of STEAM (Science, Technology, Engineering, Art, and Mathematics) in education, specifically in the development of linguistic and mathematical skills. The instruments used to extract the learning results were the external evaluation tests carried out by the National Institute of Educational Evaluation INEE over a period of 4 years. The study included 242 third-level primary school students from an e…
ICT Motivation in Sixth-Grade Students in Pandemic Times—The Influence of Gender and Age
Information and communication technology (ICT) is being immersed in people’s daily lives at an increasingly younger age. It has been key for adolescents to pursue distance education, and their use and mastery of technological means and tools with Internet access has increased. In this study, the motivation, specifically in the interest, digital competence, autonomy, and social interaction, generated by ICTs in the daily lives of adolescents durin…
Impact of the Pandemic on STEAM Disciplines in the Sixth Grade of Primary Education
The demand for professionals entering the labor market requires knowledge and disciplines in the areas of Science, Technology, Engineering, Art and Mathematics (STEAM). Schools are the first link to train competent students for today’s society. However, the pandemic has conditioned the teaching–learning methodologies based on promoting STEAM in educational centers, which is the reason that leads us to carry out this study. The main objective of t…
Sin obras prominentes en esta página.
STEAM in Primary Education. Impact on Linguistic and Mathematical Competences in a Disadvantaged Context
This research has studied the impact of the use of STEAM (Science, Technology, Engineering, Art, and Mathematics) in education, specifically in the development of linguistic and mathematical skills. The instruments used to extract the learning results were the external evaluation tests carried out by the National Institute of Educational Evaluation INEE over a period of 4 years. The study included 242 third-level primary school students from an e…
ICT Motivation in Sixth-Grade Students in Pandemic Times—The Influence of Gender and Age
Information and communication technology (ICT) is being immersed in people’s daily lives at an increasingly younger age. It has been key for adolescents to pursue distance education, and their use and mastery of technological means and tools with Internet access has increased. In this study, the motivation, specifically in the interest, digital competence, autonomy, and social interaction, generated by ICTs in the daily lives of adolescents durin…
Impact of the Pandemic on STEAM Disciplines in the Sixth Grade of Primary Education
The demand for professionals entering the labor market requires knowledge and disciplines in the areas of Science, Technology, Engineering, Art and Mathematics (STEAM). Schools are the first link to train competent students for today’s society. However, the pandemic has conditioned the teaching–learning methodologies based on promoting STEAM in educational centers, which is the reason that leads us to carry out this study. The main objective of t…
Analysis of Scratch Software in Scientific Production for 20 Years
Scratch is an educational software based on visual programming blocks. It was created in 2003 by the Massachusetts Institute of Technology Media Lab (MIT) and it develops computational thinking (CT) skills from an early age in schools and allows STEM (science, technology, engineering and mathematics) projects to be carried out. The aim of this research is to know the development of the scientific production of the Scratch programme in the educati…
Computer Science (4 obras) · Mathematics education (4 obras) · Psychology (4 obras) · Digital literacy in education (3 obras) · Educational Innovations and Technology (3 obras) · Geography (2 obras) · Political science (2 obras) · Social Psychology (2 obras) · Autonomy (1 obras) · Chemistry (1 obras)