Naiara Bilbao-Quintana
Biographic Data
| ID | 3547002 |
|---|---|
| NAME | Naiara Bilbao-Quintana |
| GIVEN NAMES | Naiara |
| FAMILY NAME | Bilbao-Quintana |
| SIGNATURE | BILBAO-QUINTANA N |
| AFFILIATIONS | University of the Basque Country |
| ORCID | 0000-0001-9876-4874 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 3 |
| WORKS AS AUTHOR | 9 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Implementation of IkasLab in Primary Education
The present article employs a mixed methodology to evaluate IkasLab’s innovative spaces, investigating how the reorganisation of educational spaces contributes to the development of 21st-century skills in the Basque educational context. The sample comprised 13 primary schools (ages 6–12), where quantitative data were collected using a validated instrument (rubric) (n = 13 spaces) and qualitative data through semi-structured interviews (n = 22 tea…
From AI assistance to pedagogical reflection
The integration of Generative Artificial Intelligence (GenAI) into teacher education necessitates a transition from technical proficiency to critical pedagogical judgment. This study adopts a Design-Based Research (DBR) approach to evaluate the impact of an analytical mediation model based on cognitive oversight rubrics. Utilizing a sample of pre-service teachers ( N = 195), the study analyzed the evolution of perceived self-efficacy and the qual…
Regulating AI in STEAM education
Integrating STEAM education with ethical frameworks (SDGs 4, 5, and 10, and Global Competence) imposes a critical cognitive load on teachers, limiting their efficiency and instructional agency. While Artificial Intelligence (AI) promises interactive evaluative scaffolding, its reliability demands pedagogical transparency. This study validates a STEAM pedagogical rubric – comprising 20 indicators and 60 descriptors evaluated by 14 experts – concei…
Intervening in LGBT+ bullying
LGBT+ bullying remains a persistent form of school violence, often intensified by institutional silence and limited teacher intervention. This study explored the factors influencing primary school teachers’ willingness to intervene, focusing on attitudinal, structural, and knowledge-based dimensions. A total of 402 teachers from Spanish public primary schools participated in a survey based on the PRECONCIMEI instrument. Exploratory factor analysi…
Delphi Validation of a Rubric for IkasLab Spaces for Active and Global Learning
Innovative learning environments such as IkasLab demand evaluation instruments that connect spatial design with pedagogical, cognitive, and technological dimensions; however, no validated tools currently address this need. This study aimed to develop and validate a rubric for assessing IkasLab classrooms, conceived as active learning environments that foster cognitive and metacognitive processes. A two-round Delphi study was conducted with a pane…
Consecuencias de la Covid19 en educación
El cierre de todos los centros educativos debido a la COVID-19 ha supuesto la readaptación del proceso de enseñanza-aprendizaje a un nuevo contexto de Enseñanza Remota de Emergencia (ERE). Como consecuencia de ello, los docentes han debido responder a las múltiples dificultades que esta situación ha provocado en el alumnado y sus familias. En este estudio el objetivo es analizar cómo ha afectado esta nueva manera de enseñar a su nivel de carga me…
Internet, Smartphone y Redes Sociales
The intensive use of digital technology for watching videos on the Internet, communicating trough Smartphones and interacting on Social Networks brings satisfaction and contributes to the psycho-social development of young people, which is why they are so successful. However, when they start at too early an age, the abuse and future addiction might be a risk. Therefore, to prevent schoolchildren’ problems in the future, the present study has the …
Escape room digital para el desarrollo del aprendizaje colaborativo en educación superior
La integración de nuevos escenarios de aprendizaje basado en juego, como el caso de los escape rooms digitales, pueden mejorar los procesos cognitivos, la motivación, el plano emocional y el ámbito social. En este estudio se ha desarrollado un modelo para investigar la influencia de los factores motivacionales en la intención de utilizar los escapes room en educación superior y su influencia sobre el aprendizaje colaborativo. 238 estudiantes de l…
Developing Visible Thinking and Motivation Through the Curricular Design of an Escape Room in Higher Education
Introduction. The term escape room has undergone a notable evolution in recent years, extending its presence to areas not only recreational but also business or educational. The defining traits (overcoming obstacles, problem-solving, teamwork, time management...) have proven to be valid in business and education. This study presents the pedagogical design of an escape room based on visible thinking and analyses its effect on the motivation and co…
Developing Visible Thinking and Motivation Through the Curricular Design of an Escape Room in Higher Education
Introduction. The term escape room has undergone a notable evolution in recent years, extending its presence to areas not only recreational but also business or educational. The defining traits (overcoming obstacles, problem-solving, teamwork, time management...) have proven to be valid in business and education. This study presents the pedagogical design of an escape room based on visible thinking and analyses its effect on the motivation and co…
Developing Visible Thinking and Motivation Through the Curricular Design of an Escape Room in Higher Education
Introduction. The term escape room has undergone a notable evolution in recent years, extending its presence to areas not only recreational but also business or educational. The defining traits (overcoming obstacles, problem-solving, teamwork, time management...) have proven to be valid in business and education. This study presents the pedagogical design of an escape room based on visible thinking and analyses its effect on the motivation and co…
Escape room digital para el desarrollo del aprendizaje colaborativo en educación superior
La integración de nuevos escenarios de aprendizaje basado en juego, como el caso de los escape rooms digitales, pueden mejorar los procesos cognitivos, la motivación, el plano emocional y el ámbito social. En este estudio se ha desarrollado un modelo para investigar la influencia de los factores motivacionales en la intención de utilizar los escapes room en educación superior y su influencia sobre el aprendizaje colaborativo. 238 estudiantes de l…
Consecuencias de la Covid19 en educación
El cierre de todos los centros educativos debido a la COVID-19 ha supuesto la readaptación del proceso de enseñanza-aprendizaje a un nuevo contexto de Enseñanza Remota de Emergencia (ERE). Como consecuencia de ello, los docentes han debido responder a las múltiples dificultades que esta situación ha provocado en el alumnado y sus familias. En este estudio el objetivo es analizar cómo ha afectado esta nueva manera de enseñar a su nivel de carga me…
Internet, Smartphone y Redes Sociales
The intensive use of digital technology for watching videos on the Internet, communicating trough Smartphones and interacting on Social Networks brings satisfaction and contributes to the psycho-social development of young people, which is why they are so successful. However, when they start at too early an age, the abuse and future addiction might be a risk. Therefore, to prevent schoolchildren’ problems in the future, the present study has the …
Delphi Validation of a Rubric for IkasLab Spaces for Active and Global Learning
Innovative learning environments such as IkasLab demand evaluation instruments that connect spatial design with pedagogical, cognitive, and technological dimensions; however, no validated tools currently address this need. This study aimed to develop and validate a rubric for assessing IkasLab classrooms, conceived as active learning environments that foster cognitive and metacognitive processes. A two-round Delphi study was conducted with a pane…
Implementation of IkasLab in Primary Education
The present article employs a mixed methodology to evaluate IkasLab’s innovative spaces, investigating how the reorganisation of educational spaces contributes to the development of 21st-century skills in the Basque educational context. The sample comprised 13 primary schools (ages 6–12), where quantitative data were collected using a validated instrument (rubric) (n = 13 spaces) and qualitative data through semi-structured interviews (n = 22 tea…
From AI assistance to pedagogical reflection
The integration of Generative Artificial Intelligence (GenAI) into teacher education necessitates a transition from technical proficiency to critical pedagogical judgment. This study adopts a Design-Based Research (DBR) approach to evaluate the impact of an analytical mediation model based on cognitive oversight rubrics. Utilizing a sample of pre-service teachers ( N = 195), the study analyzed the evolution of perceived self-efficacy and the qual…
Regulating AI in STEAM education
Integrating STEAM education with ethical frameworks (SDGs 4, 5, and 10, and Global Competence) imposes a critical cognitive load on teachers, limiting their efficiency and instructional agency. While Artificial Intelligence (AI) promises interactive evaluative scaffolding, its reliability demands pedagogical transparency. This study validates a STEAM pedagogical rubric – comprising 20 indicators and 60 descriptors evaluated by 14 experts – concei…
Intervening in LGBT+ bullying
LGBT+ bullying remains a persistent form of school violence, often intensified by institutional silence and limited teacher intervention. This study explored the factors influencing primary school teachers’ willingness to intervene, focusing on attitudinal, structural, and knowledge-based dimensions. A total of 402 teachers from Spanish public primary schools participated in a survey based on the PRECONCIMEI instrument. Exploratory factor analysi…
Art (3 works) · Cognition (3 works) · Humanities (3 works) · Innovative Teaching and Learning Methods (3 works) · Psychology (3 works) · Educational Environments and Student Outcomes (2 works) · Educational Innovations and Technology (2 works) · Metacognition (2 works) · Qualitative property (2 works) · Qualitative research (2 works)