Mario Cerezo-Pizarro
Biographic Data
| ID | 1526083 |
|---|---|
| NAME | Mario Cerezo-Pizarro |
| GIVEN NAMES | Mario |
| FAMILY NAME | Cerezo-Pizarro |
| SIGNATURE | CEREZO-PIZARRO M |
| AFFILIATIONS | Universidad de Extremadura |
| ORCID | 0000-0001-8097-0573 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
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 …
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 …
Developing Doctoral Theses in Education
The production and development of doctoral theses have grown exponentially with the advent of the Internet and the democratization of access to information and education. In the field of education, this production is no stranger to this trend, so it is interesting to analyze the implications, causes and scientific–academic contributions of this increase. To this end, a systematic literature review (SLR) was carried out using the PRISMA 2020 proto…
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…
Educational Technology and Student Performance
The digital transformation of educational systems requires an evaluation of the effects of the integration of technologies in teaching-learning processes. From a pedagogical approach, Information and Communication Technologies (ICT) are defined, on the one hand, as the set of technologies that contain, store and disseminate information (e.g., e-books, videos, or databases) and, on the other hand, those technologies designed for short-term communi…
Flipped Classroom in the Context of Higher Education
Educational governmental institutions have recommended implementing blended learning in higher education to respond to the “new educational normality” caused by the COVID-19 pandemic, although this is not a new challenge. Over the last few decades, higher education institutions have tried to incorporate the use of technological devices to university teaching, by redesigning and optimizing the learning experiences through a mixed teaching model. I…
No prominent works on this page.
Flipped Classroom in the Context of Higher Education
Educational governmental institutions have recommended implementing blended learning in higher education to respond to the “new educational normality” caused by the COVID-19 pandemic, although this is not a new challenge. Over the last few decades, higher education institutions have tried to incorporate the use of technological devices to university teaching, by redesigning and optimizing the learning experiences through a mixed teaching model. I…
Educational Technology and Student Performance
The digital transformation of educational systems requires an evaluation of the effects of the integration of technologies in teaching-learning processes. From a pedagogical approach, Information and Communication Technologies (ICT) are defined, on the one hand, as the set of technologies that contain, store and disseminate information (e.g., e-books, videos, or databases) and, on the other hand, those technologies designed for short-term communi…
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…
Developing Doctoral Theses in Education
The production and development of doctoral theses have grown exponentially with the advent of the Internet and the democratization of access to information and education. In the field of education, this production is no stranger to this trend, so it is interesting to analyze the implications, causes and scientific–academic contributions of this increase. To this end, a systematic literature review (SLR) was carried out using the PRISMA 2020 proto…
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 …
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 …
Political science (3 works) · Digital Games and Media (2 works) · Educational Games and Gamification (2 works) · Higher education (2 works) · Mathematics education (2 works) · Pedagogy (2 works) · Psychology (2 works) · Art (1 works) · Blended Learning (1 works) · Cognition (1 works)