Ana Manzano-León
Biographic Data
| ID | 1179188 |
|---|---|
| NAME | Ana Manzano-León |
| GIVEN NAMES | Ana |
| FAMILY NAME | Manzano-León |
| SIGNATURE | MANZANO-LEÓN A |
| AFFILIATIONS | University of Almería |
| ORCID | 0000-0001-6966-0355 |
| VERIFIED | Yes |
| TOTAL WORKS | 20 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 20 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2016 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Efectos de la combinación de aprendizaje-servicio y aprendizaje basado en juego sobre las competencias cooperativas del alumnado universitario
Este estudio analiza el impacto del “Aprendizaje-Servicio Lúdico”, un proyecto de innovación educativa que integra Aprendizaje-Servicio (ApS) y Aprendizaje Basado en Juego (ABJ), en el desarrollo del aprendizaje cooperativo. Se utilizó un diseño cuasi-experimental con grupo control y mediciones pre y postest, con una muestra de 411 estudiantes de cinco universidades españolas. Los resultados evidencian mejoras significativas en todas las dimensio…
Digital game-based learning for transgender identity awareness
Emotions, Motivation, and Metacognition of University Students in a SPOC Context
New technologies are changing the way we see and understand university education, with the advent of new, more flexible organization methods capable of reaching people via class formats like Small Private Online Courses (SPOCs). However, studies which have analyzed these types of courses have focused on their implementation and not on the cognitive and emotional processes of students. Therefore, the present study aims to examine the teacher’s inf…
Game-Based Learning and Gamification in Physical Education
The use of educational games or some aspects of games in the educational context is known as game-based learning (GBL) or educational gamification. The objectives of this study are to assess the existing evidence about how GBL and gamification have affected the variables studied in each investigation over the past ten years; to analyse the educational levels, variables, dynamics, and types of games; and to determine the advantages of implementing…
Training Digital Competencies in Future Primary School Teachers
Technology proliferated in our daily lives, including in the educational system. To make good use of it, it is so important that teachers have the best training in its use and possibilities. The main objective of this study was to analyze the different methods of training for future primary school teachers and assess the efficacy of the methods. We used SCOPUS, and Web of Science databases to carry out this systematic review and we followed the P…
Game-Based Learning and Service-Learning to Teach Inclusive Education in Higher Education
This study evaluates the impact of game-based learning (GBL) and Service-Learning on the flow and engagement of teacher education students. A quasi-experimental between-group comparison design with pre-test and post-test measures was conducted with a sample of 113 students majoring in childhood education. The results indicate that the experimental group statistically significantly improved their flow and engagement scores compared to the control …
Unleashing Creativity and Cooperation
This article examines the implementation of a cooperative training workshop for Spanish undergraduate social educators. The workshop aimed to explore the integration of escape rooms and breakouts in teaching, specifically addressing cyberbullying as a curricular topic. A total of 40 students participated in designing and qualitatively evaluating the training workshop. The findings highlight the workshop’s effectiveness in enhancing social educati…
The Legends of Elendor
Secondary education needs to find learning strategies that favor student engagement, particularly in socially deprived communities. The objective of this study is to analyze the influence of gamification on educational flow and academic performance. A quasi-experimental pre-test/post-test study has been carried out with 207 secondary school students that compares the gamified cooperative learning method with the directive teaching methodology. Th…
Gamification in Initial Teacher Training to Promote Inclusive Practices
Gamification consists of the use of ludic elements in non-ludic contexts. It is becoming an educational trend, due to its ability to work on curriculum skills in a fun and motivating way. This article exposes a program of gamified university practices, "Super-Profes", for the subject of Developmental Disorders. To gain an understanding of student impressions about this methodology, a qualitative study was carried out, based on a survey with open …
Gamification and family leisure to alleviate the psychological impact of confinement due to Covid‐19
This study presents a quasi‐experimental longitudinal mixed‐methods research about the participation in leisure activities, physical activity, and games, as part of the family leisure programme (“Lunae Magic School”) for Spanish families with children under 12 years old during COVID‐19 lockdown. The impact on parents and their perception of the psychological well‐being of their children is evaluated. The results show that leisure activities reduc…
Relationship between Emotional Intelligence, Victimization, and Academic Achievement in High School Students
The study of bullying implies analyzing the emotional competences of students, and it has been demonstrated that this phenomenon is due to the poor management of emotions. This study explores whether high scores in Emotional Intelligence (EI) are positively related to academic performance and negatively to bullying. The sample composition focused on students of Compulsory Secondary Education, formed by 3451 subjects aged between 11 and 18 years (…
Aprendizaje-Servicio lúdico en la formación inicial docente
La educación superior se encuentra en un reto constante para aumentar la calidad de la enseñanza y la motivación de los estudiantes. Este estudio evalúa el impacto de un programa de Aprendizaje-Servicio para promover el aprendizaje significativo y la motivación en la formación inicial docente. El Aprendizaje-Servicio consiste en un enfoque de enseñanza y aprendizaje que integra el contenido curricular con el servicio comunitario. Esta investigaci…
Between Level Up and Game Over
Educational gamification consists of the use of game elements and game design techniques in the educational context. The objective of this study is to examine the existing evidence on the impact of educational gamification on student motivation and academic performance in the last five years in order to analyze its distribution over time, educational level, variables, and most used game elements, and know the advantages of its implementation in t…
Online Escape Room during Covid-19
Confinement due to the COVID-19 pandemic has hastened an educational shift from face-to-face to online classrooms. This distanced education seeks to achieve learning goals mediated by technology as they would be achieved in the face-to-face classroom, without ignoring the psychological and social impact that COVID-19 has had on students and teachers. Faced with this situation, the use of online educational escape rooms has been proposed as a moti…
Adaptation and Validation of the Eudaimonic Well-Being Questionnaire to the Spanish Sport Context
Studies to date that have focused on the well-being of the athlete have been based on the hedonic point of view. However, there is a second point of view: eudemonia. Therefore, the present study aims to validate and adapt the Eudemonic Well-Being Scale to the sport context. The study involved 2487 from several sport clubs. Several confirmatory factor analyses were carried out and showed that the six-factor questionnaire was the one with the best …
Development and Validation of a Questionnaire on Motivation for Cooperative Playful Learning Strategies
Playful learning strategies, such as educational gamification, game-based learning, and escape rooms are increasingly being incorporated into the university education system. In this study, it aims to develop and validate an instrument to analyze motivation regarding the use of playful learning strategies in university students. A total of 450 university students aged between 18 and 55 (Mean = 22.72; Standard Deviation = 5.01) were part of the sa…
Escape Rooms as a Learning Strategy for Special Education Master’s Degree Students
Escape rooms and breakout are learning strategies that can facilitate motivation of learning through challenges. In these strategies, students must work as a team and use their reasoning, knowledge, and skills to solve puzzles and challenges related to the content of the curriculum, allowing them to solve the game in a limited time. The aim of this study was to determine the effects of the implementation of an escape room on classroom flow, acade…
Adaptation and Validation of the Scale of Types of Users in Gamification with the Spanish Adolescent Population
The video game has been one of the phenomena with the greatest impact on the entire social fabric, and especially among young people. Therefore, it is essential to understand the interaction between the players and the video game itself. However, few instruments have been designed to assess the types of players in the adolescent population. Therefore, the purpose of this study was to validate the Gamification User Types Hexad Scale for the Spanis…
The Influence of the Scout Movement as a Free Time Option on Improving Academic Performance, Self-Esteem and Social Skills in Adolescents
The word scouting refers to the Scout movement, born more than a hundred years ago, which educates millions of young people between the ages of six and twenty-one in their leisure time. We aimed to study the effects of scouting on the academic results, social skills, and self-esteem of high school youths compared to a non-scout sample. The selected sample consisted of 430 secondary students aged between thirteen and seventeen. Self-esteem and soc…
An active role for the elderly in the process for an integrated Europe
The European project entitled "Integrating adults and the elderly towards a Europe of knowledge", coordinated by the University of Almería, within the actions of "Grundtvig learning partnerships for adult education", has carried out the assessment of an educational program for people over 55 years in five countries. The aim of the learning partnership was “to encourage the development of innovative practices in education of older people and their…
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An active role for the elderly in the process for an integrated Europe
The European project entitled "Integrating adults and the elderly towards a Europe of knowledge", coordinated by the University of Almería, within the actions of "Grundtvig learning partnerships for adult education", has carried out the assessment of an educational program for people over 55 years in five countries. The aim of the learning partnership was “to encourage the development of innovative practices in education of older people and their…
Adaptation and Validation of the Scale of Types of Users in Gamification with the Spanish Adolescent Population
The video game has been one of the phenomena with the greatest impact on the entire social fabric, and especially among young people. Therefore, it is essential to understand the interaction between the players and the video game itself. However, few instruments have been designed to assess the types of players in the adolescent population. Therefore, the purpose of this study was to validate the Gamification User Types Hexad Scale for the Spanis…
The Influence of the Scout Movement as a Free Time Option on Improving Academic Performance, Self-Esteem and Social Skills in Adolescents
The word scouting refers to the Scout movement, born more than a hundred years ago, which educates millions of young people between the ages of six and twenty-one in their leisure time. We aimed to study the effects of scouting on the academic results, social skills, and self-esteem of high school youths compared to a non-scout sample. The selected sample consisted of 430 secondary students aged between thirteen and seventeen. Self-esteem and soc…
Between Level Up and Game Over
Educational gamification consists of the use of game elements and game design techniques in the educational context. The objective of this study is to examine the existing evidence on the impact of educational gamification on student motivation and academic performance in the last five years in order to analyze its distribution over time, educational level, variables, and most used game elements, and know the advantages of its implementation in t…
Online Escape Room during Covid-19
Confinement due to the COVID-19 pandemic has hastened an educational shift from face-to-face to online classrooms. This distanced education seeks to achieve learning goals mediated by technology as they would be achieved in the face-to-face classroom, without ignoring the psychological and social impact that COVID-19 has had on students and teachers. Faced with this situation, the use of online educational escape rooms has been proposed as a moti…
Adaptation and Validation of the Eudaimonic Well-Being Questionnaire to the Spanish Sport Context
Studies to date that have focused on the well-being of the athlete have been based on the hedonic point of view. However, there is a second point of view: eudemonia. Therefore, the present study aims to validate and adapt the Eudemonic Well-Being Scale to the sport context. The study involved 2487 from several sport clubs. Several confirmatory factor analyses were carried out and showed that the six-factor questionnaire was the one with the best …
Development and Validation of a Questionnaire on Motivation for Cooperative Playful Learning Strategies
Playful learning strategies, such as educational gamification, game-based learning, and escape rooms are increasingly being incorporated into the university education system. In this study, it aims to develop and validate an instrument to analyze motivation regarding the use of playful learning strategies in university students. A total of 450 university students aged between 18 and 55 (Mean = 22.72; Standard Deviation = 5.01) were part of the sa…
Escape Rooms as a Learning Strategy for Special Education Master’s Degree Students
Escape rooms and breakout are learning strategies that can facilitate motivation of learning through challenges. In these strategies, students must work as a team and use their reasoning, knowledge, and skills to solve puzzles and challenges related to the content of the curriculum, allowing them to solve the game in a limited time. The aim of this study was to determine the effects of the implementation of an escape room on classroom flow, acade…
The Legends of Elendor
Secondary education needs to find learning strategies that favor student engagement, particularly in socially deprived communities. The objective of this study is to analyze the influence of gamification on educational flow and academic performance. A quasi-experimental pre-test/post-test study has been carried out with 207 secondary school students that compares the gamified cooperative learning method with the directive teaching methodology. Th…
Gamification in Initial Teacher Training to Promote Inclusive Practices
Gamification consists of the use of ludic elements in non-ludic contexts. It is becoming an educational trend, due to its ability to work on curriculum skills in a fun and motivating way. This article exposes a program of gamified university practices, "Super-Profes", for the subject of Developmental Disorders. To gain an understanding of student impressions about this methodology, a qualitative study was carried out, based on a survey with open …
Gamification and family leisure to alleviate the psychological impact of confinement due to Covid‐19
This study presents a quasi‐experimental longitudinal mixed‐methods research about the participation in leisure activities, physical activity, and games, as part of the family leisure programme (“Lunae Magic School”) for Spanish families with children under 12 years old during COVID‐19 lockdown. The impact on parents and their perception of the psychological well‐being of their children is evaluated. The results show that leisure activities reduc…
Relationship between Emotional Intelligence, Victimization, and Academic Achievement in High School Students
The study of bullying implies analyzing the emotional competences of students, and it has been demonstrated that this phenomenon is due to the poor management of emotions. This study explores whether high scores in Emotional Intelligence (EI) are positively related to academic performance and negatively to bullying. The sample composition focused on students of Compulsory Secondary Education, formed by 3451 subjects aged between 11 and 18 years (…
Aprendizaje-Servicio lúdico en la formación inicial docente
La educación superior se encuentra en un reto constante para aumentar la calidad de la enseñanza y la motivación de los estudiantes. Este estudio evalúa el impacto de un programa de Aprendizaje-Servicio para promover el aprendizaje significativo y la motivación en la formación inicial docente. El Aprendizaje-Servicio consiste en un enfoque de enseñanza y aprendizaje que integra el contenido curricular con el servicio comunitario. Esta investigaci…
Game-Based Learning and Gamification in Physical Education
The use of educational games or some aspects of games in the educational context is known as game-based learning (GBL) or educational gamification. The objectives of this study are to assess the existing evidence about how GBL and gamification have affected the variables studied in each investigation over the past ten years; to analyse the educational levels, variables, dynamics, and types of games; and to determine the advantages of implementing…
Training Digital Competencies in Future Primary School Teachers
Technology proliferated in our daily lives, including in the educational system. To make good use of it, it is so important that teachers have the best training in its use and possibilities. The main objective of this study was to analyze the different methods of training for future primary school teachers and assess the efficacy of the methods. We used SCOPUS, and Web of Science databases to carry out this systematic review and we followed the P…
Game-Based Learning and Service-Learning to Teach Inclusive Education in Higher Education
This study evaluates the impact of game-based learning (GBL) and Service-Learning on the flow and engagement of teacher education students. A quasi-experimental between-group comparison design with pre-test and post-test measures was conducted with a sample of 113 students majoring in childhood education. The results indicate that the experimental group statistically significantly improved their flow and engagement scores compared to the control …
Unleashing Creativity and Cooperation
This article examines the implementation of a cooperative training workshop for Spanish undergraduate social educators. The workshop aimed to explore the integration of escape rooms and breakouts in teaching, specifically addressing cyberbullying as a curricular topic. A total of 40 students participated in designing and qualitatively evaluating the training workshop. The findings highlight the workshop’s effectiveness in enhancing social educati…
Digital game-based learning for transgender identity awareness
Emotions, Motivation, and Metacognition of University Students in a SPOC Context
New technologies are changing the way we see and understand university education, with the advent of new, more flexible organization methods capable of reaching people via class formats like Small Private Online Courses (SPOCs). However, studies which have analyzed these types of courses have focused on their implementation and not on the cognitive and emotional processes of students. Therefore, the present study aims to examine the teacher’s inf…
Efectos de la combinación de aprendizaje-servicio y aprendizaje basado en juego sobre las competencias cooperativas del alumnado universitario
Este estudio analiza el impacto del “Aprendizaje-Servicio Lúdico”, un proyecto de innovación educativa que integra Aprendizaje-Servicio (ApS) y Aprendizaje Basado en Juego (ABJ), en el desarrollo del aprendizaje cooperativo. Se utilizó un diseño cuasi-experimental con grupo control y mediciones pre y postest, con una muestra de 411 estudiantes de cinco universidades españolas. Los resultados evidencian mejoras significativas en todas las dimensio…
Psychology (16 works) · Mathematics education (9 works) · Educational Games and Gamification (8 works) · Pedagogy (8 works) · Computer Science (7 works) · Impact of Technology on Adolescents (6 works) · Social Psychology (6 works) · Developmental psychology (5 works) · Medical education (5 works) · Medicine (5 works)