Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

P Merchán

Biographic Data

ID1774582
NAMEP Merchán
GIVEN NAMESP
FAMILY NAMEMerchán
SIGNATUREMERCHÁN P
AFFILIATIONSUniversidad de Extremadura
ORCID0000-0003-4428-4829
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS4
AUTHOR COUNT5
EDITOR COUNT0
FIRST PUBLICATION YEAR2019
LATEST PUBLICATION YEAR2026
H-INDEX1
  • Teacher-Created Serious Games for Heritage Education

    Open Access•Jesús Ramos, P Merchán et al.•ARTICLE•Heritage•2026

    Digital serious games are increasingly recognised as valuable tools for fostering student engagement and supporting active learning processes in formal educational contexts. Within the field of heritage education, however, empirical evidence concerning teacher-created games and their pedagogical effects remains limited. This study examines the educational impact of a digital serious game designed by teachers using RPG Maker MV to support the teac…

  • Comparative Analysis between Virtual Visits and Pedagogical Outings to Heritage Sites

    Open Access•Mario Corrales Serrano, Fernando Rodríguez‐Rodríguez et al.•ARTICLE•Heritage•2024•References: 5

    In recent years, the teaching and learning of history have been transformed by the incorporation of active methodologies and digital tools. Virtual reality (VR) is one such tool that is being increasingly used in classrooms. It allows students to visit and experience spaces from other historical periods, even those that have been lost. However, due to its relatively slow adoption in formal educational settings, there is still a paucity of scienti…

  • Virtual Reality Applied to Heritage in Higher Education—Validation of a Questionnaire to Evaluate Usability, Learning, and Emotions

    Open Access•Mario Corrales Serrano, P Merchán et al.•ARTICLE•Heritage•2024•References: 2

    Cultural heritage is one of the areas where Extended Reality is having a significant impact nowadays. Although often associated with entertainment, this technology has enormous educational potential when applied to heritage. Therefore, it is essential to implement monitoring tools in educational practice to assess its actual effectiveness. This article presents the process of generating and validating a statistical data collection instrument deve…

  • Serious Games to Enhance Education. Play, Technology and Archaeology in a Spanish museum

    Open Access•M J Merchán, P Merchán et al.•ARTICLE•Revista Colombiana de Educación•2023•References: 36

    Serious games are a powerful resource in the teaching-learning process in formal and informal learning settings since this kind of activity motivates participants to take part actively in their own learning process. Within informal learning environments, they serve to improve their pedagogical role, which is sometimes difficult to be perceived by users. Nevertheless, serious games play another equally important role in museums, Art galleries or S…

  • Digital fabrication of cultural heritage artwork replicas. In the search for resilience and socio-cultural commitment

    Open Access•M J Merchán, P Merchán et al.•ARTICLE•Digital Applications in…•2019•Cited by: 4•References: 25

  • Digital fabrication of cultural heritage artwork replicas. In the search for resilience and socio-cultural commitment

    Open Access•M J Merchán, P Merchán et al.•ARTICLE•Digital Applications in…•2019•Cited by: 4•References: 25

  • Digital fabrication of cultural heritage artwork replicas. In the search for resilience and socio-cultural commitment

    Open Access•M J Merchán, P Merchán et al.•ARTICLE•Digital Applications in…•2019•Cited by: 4•References: 25

  • Serious Games to Enhance Education. Play, Technology and Archaeology in a Spanish museum

    Open Access•M J Merchán, P Merchán et al.•ARTICLE•Revista Colombiana de Educación•2023•References: 36

    Serious games are a powerful resource in the teaching-learning process in formal and informal learning settings since this kind of activity motivates participants to take part actively in their own learning process. Within informal learning environments, they serve to improve their pedagogical role, which is sometimes difficult to be perceived by users. Nevertheless, serious games play another equally important role in museums, Art galleries or S…

  • Comparative Analysis between Virtual Visits and Pedagogical Outings to Heritage Sites

    Open Access•Mario Corrales Serrano, Fernando Rodríguez‐Rodríguez et al.•ARTICLE•Heritage•2024•References: 5

    In recent years, the teaching and learning of history have been transformed by the incorporation of active methodologies and digital tools. Virtual reality (VR) is one such tool that is being increasingly used in classrooms. It allows students to visit and experience spaces from other historical periods, even those that have been lost. However, due to its relatively slow adoption in formal educational settings, there is still a paucity of scienti…

  • Virtual Reality Applied to Heritage in Higher Education—Validation of a Questionnaire to Evaluate Usability, Learning, and Emotions

    Open Access•Mario Corrales Serrano, P Merchán et al.•ARTICLE•Heritage•2024•References: 2

    Cultural heritage is one of the areas where Extended Reality is having a significant impact nowadays. Although often associated with entertainment, this technology has enormous educational potential when applied to heritage. Therefore, it is essential to implement monitoring tools in educational practice to assess its actual effectiveness. This article presents the process of generating and validating a statistical data collection instrument deve…

  • Teacher-Created Serious Games for Heritage Education

    Open Access•Jesús Ramos, P Merchán et al.•ARTICLE•Heritage•2026

    Digital serious games are increasingly recognised as valuable tools for fostering student engagement and supporting active learning processes in formal educational contexts. Within the field of heritage education, however, empirical evidence concerning teacher-created games and their pedagogical effects remains limited. This study examines the educational impact of a digital serious game designed by teachers using RPG Maker MV to support the teac…

Computer Science (4 works) · Psychology (3 works) · 3D Surveying and Cultural Heritage (2 works) · Augmented Reality Applications (2 works) · Cultural heritage (2 works) · Educational Games and Gamification (2 works) · Human–computer interaction (2 works) · Museums and Cultural Heritage (2 works) · Social Psychology (2 works) · Social Psychology (2 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae