Francisco Ignacio Revuelta-Domínguez
Biographic Data
| ID | 1024533 |
|---|---|
| NAME | Francisco Ignacio Revuelta-Domínguez |
| GIVEN NAMES | Francisco Ignacio |
| FAMILY NAME | Revuelta-Domínguez |
| SIGNATURE | REVUELTA-DOMÍNGUEZ F I |
| AFFILIATIONS | Universidad de Extremadura |
| ORCID | 0000-0002-3649-4327 |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 11 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Structural Study of Post-Covid-19 Use Based on LMS Log Data Analysis from the University of Extremadura
The widespread adoption of Learning Management Systems (LMSs) in higher education has not necessarily led to profound pedagogical transformations, raising questions about how digital technologies are actually integrated into teaching practices. This study aims to describe and map the techno-pedagogical configurations used by instructors at the University of Extremadura (Spain) to identify teaching patterns and characterize course design within a …
What is a Cultural Video Game? Study of Teachers’ Perspectives on Cultural Video Games Through the Cudaevc Questionnaire
Aim. To analyse teachers’ perceptions, practices, training needs and perceived barriers regarding the educational use of cultural video games, with the aim of contributing to the operational definition of this concept in educational contexts. Methods. The CUDAEVC questionnaire was administered to 410 teachers across educational levels using non-probability convenience sampling. The ad hoc instrument, validated through expert judgement, addressed …
Impacto de las creencias docentes y las competencias socioemocionales en la integración de las TIC por docentes de religión
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 gender and experience. Methodology. A causal-comparative design with a quantitative approach was employed. The sample comprised 303 public school teachers from Lima, Peru, who responded to three instruments aligned w…
Videojuegos en las aulas
La introducción de los videojuegos en las aulas es un reto pendiente en la formación del profesorado. Esta necesidad, detectada y fundamentada tanto por los investigadores como por los responsables educativos, avala el planteamiento y desarrollo de cursos especializados. El presente estudio enuncia la labor realizada en colaboración con los Centros de Profesores y Recursos de la comunidad autónoma de Extremadura, España, mediante el desarrollo y …
Exploring the Impact of the Video Game Monité on Exogenous Factors and Resilience against Bullying in Primary Education Students
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 bullying, was utilized, using the paradigm of digital game-based learning as an intervention methodology that emphasizes its educational and recreational potential. This study was conducted using a quasi-experimental…
The Cultural Impact of Video Games
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 the study of the cultural aspects surrounding the production and use of video games as tools for cultural dissemination. Our research enunciates, recognises, analyses and evaluates the impact of these tools with…
An analysis of educational innovation culture by a Delphi expert panel
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 definition of educational innovation, its dimensions, obstacles, and determining factors that will delimit the institutionalization of the innovation process in education. To achieve this aim, we applied the Delphi te…
Models of Instructional Design in Gamification
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 adapt teaching–learning processes to the characteristics of homo videoludens, placing value once again on the role of playful action in the personal development of individuals. The interest that has arisen in stud…
Similarities in Procedures Used to Solve Mathematical Problems and Video Games
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, video games function as an outlet for stress associated with everyday life by providing an escape from reality. We took advantage of this recreational aspect of video games when investigating whether there are si…
Secondary School Teachers Self-Perception of Digital Teaching Competence in Spain Following Covid-19 Confinement
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 digital teaching competence. This article aims to increase awareness of teachers’ self-perception of their digital teaching competences in the educational field. Specifically, this study explores Spanish seconda…
Valoración de la competencia digital en alumnos con rendimiento alto en Perú
El desarrollo de la competencia digital constituye un reto crítico e impostergable para la sociedad actual y una emergente área de trabajo e investigación educativa. Con la finalidad de dar soporte empírico al diseño de políticas educativas, este trabajo busca conocer cuáles son las expectativas que tiene un grupo de alumnos de educación superior con rendimiento alto y limitadas condiciones económicas, los becarios del programa “Beca 18” del gobi…
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Valoración de la competencia digital en alumnos con rendimiento alto en Perú
El desarrollo de la competencia digital constituye un reto crítico e impostergable para la sociedad actual y una emergente área de trabajo e investigación educativa. Con la finalidad de dar soporte empírico al diseño de políticas educativas, este trabajo busca conocer cuáles son las expectativas que tiene un grupo de alumnos de educación superior con rendimiento alto y limitadas condiciones económicas, los becarios del programa “Beca 18” del gobi…
Secondary School Teachers Self-Perception of Digital Teaching Competence in Spain Following Covid-19 Confinement
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 digital teaching competence. This article aims to increase awareness of teachers’ self-perception of their digital teaching competences in the educational field. Specifically, this study explores Spanish seconda…
An analysis of educational innovation culture by a Delphi expert panel
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 definition of educational innovation, its dimensions, obstacles, and determining factors that will delimit the institutionalization of the innovation process in education. To achieve this aim, we applied the Delphi te…
Models of Instructional Design in Gamification
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 adapt teaching–learning processes to the characteristics of homo videoludens, placing value once again on the role of playful action in the personal development of individuals. The interest that has arisen in stud…
Similarities in Procedures Used to Solve Mathematical Problems and Video Games
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, video games function as an outlet for stress associated with everyday life by providing an escape from reality. We took advantage of this recreational aspect of video games when investigating whether there are si…
Exploring the Impact of the Video Game Monité on Exogenous Factors and Resilience against Bullying in Primary Education Students
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 bullying, was utilized, using the paradigm of digital game-based learning as an intervention methodology that emphasizes its educational and recreational potential. This study was conducted using a quasi-experimental…
The Cultural Impact of Video Games
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 the study of the cultural aspects surrounding the production and use of video games as tools for cultural dissemination. Our research enunciates, recognises, analyses and evaluates the impact of these tools with…
Impacto de las creencias docentes y las competencias socioemocionales en la integración de las TIC por docentes de religión
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 gender and experience. Methodology. A causal-comparative design with a quantitative approach was employed. The sample comprised 303 public school teachers from Lima, Peru, who responded to three instruments aligned w…
Videojuegos en las aulas
La introducción de los videojuegos en las aulas es un reto pendiente en la formación del profesorado. Esta necesidad, detectada y fundamentada tanto por los investigadores como por los responsables educativos, avala el planteamiento y desarrollo de cursos especializados. El presente estudio enuncia la labor realizada en colaboración con los Centros de Profesores y Recursos de la comunidad autónoma de Extremadura, España, mediante el desarrollo y …
Structural Study of Post-Covid-19 Use Based on LMS Log Data Analysis from the University of Extremadura
The widespread adoption of Learning Management Systems (LMSs) in higher education has not necessarily led to profound pedagogical transformations, raising questions about how digital technologies are actually integrated into teaching practices. This study aims to describe and map the techno-pedagogical configurations used by instructors at the University of Extremadura (Spain) to identify teaching patterns and characterize course design within a …
What is a Cultural Video Game? Study of Teachers’ Perspectives on Cultural Video Games Through the Cudaevc Questionnaire
Aim. To analyse teachers’ perceptions, practices, training needs and perceived barriers regarding the educational use of cultural video games, with the aim of contributing to the operational definition of this concept in educational contexts. Methods. The CUDAEVC questionnaire was administered to 410 teachers across educational levels using non-probability convenience sampling. The ad hoc instrument, validated through expert judgement, addressed …
Computer Science (4 works) · Educational Games and Gamification (4 works) · Psychology (4 works) · Digital literacy in education (3 works) · Humanities (3 works) · Political science (3 works) · Sociology (3 works) · Video game (3 works) · Art (2 works) · Digital Games and Media (2 works)