Isaac J Pérez Lopez
Biographic Data
| ID | 2103907 |
|---|---|
| NAME | Isaac J Pérez Lopez |
| GIVEN NAMES | Isaac J Pérez |
| FAMILY NAME | Lopez |
| SIGNATURE | LOPEZ I J P |
| AFFILIATIONS | Universidad de Granada |
| ORCID | 0000-0002-4156-7762 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 8 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Mejora del pensamiento crítico y la resiliencia en el máster de profesorado
Qué sabe ChatGPT de gamificación en educación? De la IA a la artesanÍA
This article analyzes gamification in education and how artificial intelligence can contribute to its development. Gamification involves applying game-like elements to other contexts, but one of its biggest challenges is creating coherent and engaging narratives. Many teachers struggle with this aspect, which limits its implementation. Artificial intelligence can serve as a tool to generate initial ideas and structures, but it does not guarantee …
Análisis del Impacto Emocional de la Gamificación en el Máster de Formación del Profesorado
Gamificación
In the training of future teachers, we must focus on the development of necessary skills for future professional work, being essential the use of active strategies and methodologies that provide transferable and contextualized learning. The objective of this article is to describe a proposal built around challenge-based learning and gamification in the master's degree in teaching staff and to analyze its impact on students. The reference idea in …
Testing the Mystic School Mobile Application to Promote Active Commuting to School in Spanish Adolescents
The Mystic School app can be a useful tool for the physical education teacher to integrate the content from this curriculum related to the promotion of PA, such as ACS
Una app móvil potencia la motivación del alumnado en una experiencia de gamificación universitaria
Los niveles de desinterés y desmotivación de gran parte del alumnado universitario representan uno de los retos más urgentes que debe afrontar el profesorado en la actualidad. En este sentido, cada vez son más los trabajos que evidencian el potencial de la «gamificación» a la hora de incrementar la motivación e implicación de los estudiantes en su proceso formativo. En estrecha relación con ello, las tecnologías de la información y la comunicació…
A Gamification-Based Intervention Program that Encourages Physical Activity Improves Cardiorespiratory Fitness of College Students
The aim of the present study was to examine the effects of a gamification-based program on cardiorespiratory fitness (CRF) levels of college students. We divided 112 college students into an intervention group (IG) and a control group (CG). IG college students followed a 15-week gamification-based program, whereas CG followed traditional lectures. CRF was assessed using the 20-meter shuttle-run test. CRF significantly improved after the program i…
A school-based physical activity promotion intervention in children
The PREVIENE Project will provide the information about the effectiveness and implementation of different school-based interventions for physical activity promotion in primary school children
No prominent works on this page.
A school-based physical activity promotion intervention in children
The PREVIENE Project will provide the information about the effectiveness and implementation of different school-based interventions for physical activity promotion in primary school children
A Gamification-Based Intervention Program that Encourages Physical Activity Improves Cardiorespiratory Fitness of College Students
The aim of the present study was to examine the effects of a gamification-based program on cardiorespiratory fitness (CRF) levels of college students. We divided 112 college students into an intervention group (IG) and a control group (CG). IG college students followed a 15-week gamification-based program, whereas CG followed traditional lectures. CRF was assessed using the 20-meter shuttle-run test. CRF significantly improved after the program i…
Una app móvil potencia la motivación del alumnado en una experiencia de gamificación universitaria
Los niveles de desinterés y desmotivación de gran parte del alumnado universitario representan uno de los retos más urgentes que debe afrontar el profesorado en la actualidad. En este sentido, cada vez son más los trabajos que evidencian el potencial de la «gamificación» a la hora de incrementar la motivación e implicación de los estudiantes en su proceso formativo. En estrecha relación con ello, las tecnologías de la información y la comunicació…
Testing the Mystic School Mobile Application to Promote Active Commuting to School in Spanish Adolescents
The Mystic School app can be a useful tool for the physical education teacher to integrate the content from this curriculum related to the promotion of PA, such as ACS
Gamificación
In the training of future teachers, we must focus on the development of necessary skills for future professional work, being essential the use of active strategies and methodologies that provide transferable and contextualized learning. The objective of this article is to describe a proposal built around challenge-based learning and gamification in the master's degree in teaching staff and to analyze its impact on students. The reference idea in …
Qué sabe ChatGPT de gamificación en educación? De la IA a la artesanÍA
This article analyzes gamification in education and how artificial intelligence can contribute to its development. Gamification involves applying game-like elements to other contexts, but one of its biggest challenges is creating coherent and engaging narratives. Many teachers struggle with this aspect, which limits its implementation. Artificial intelligence can serve as a tool to generate initial ideas and structures, but it does not guarantee …
Análisis del Impacto Emocional de la Gamificación en el Máster de Formación del Profesorado
Mejora del pensamiento crítico y la resiliencia en el máster de profesorado
Educational Innovations and Technology (4 works) · Children's Physical and Motor Development (3 works) · Medical education (3 works) · Medicine (3 works) · Physical Activity and Health (3 works) · Art (2 works) · Educational Games and Gamification (2 works) · Gerontology (2 works) · Humanities (2 works) · Nursing (2 works)