Marcos Cabezas-González
Biographic Data
| ID | 3547487 |
|---|---|
| NAME | Marcos Cabezas-González |
| GIVEN NAMES | Marcos |
| FAMILY NAME | Cabezas-González |
| SIGNATURE | CABEZAS-GONZÁLEZ M |
| AFFILIATIONS | Universidad de Salamanca |
| ORCID | 0000-0002-3743-5839 |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 11 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2018 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
From virality to pedagogy
TikTok's rise invites scrutiny of its educational value, yet evidence from South America remains fragmented. This study synthesizes South-American research on TikTok-mediated learning to (i) map thematic and methodological trends and (ii) quantify reported learning gains. A PRISMA-guided search of Scopus, Web of Science, SciELO and Latindex (2018–2025) yielded 1 695 records; after screening, 26 peer-reviewed studies met the inclusion criteria. Na…
Expert consensus on gamification strategies for ICT courses in higher education
Teaching Information and Communication Technologies (ICT) in higher education faces the challenge of engaging students accustomed to interactive and digital learning environments. Although gamification has emerged as a promising pedagogical strategy to enhance motivation, participation, and learning, there is still no consensus on which gamification elements and strategies should be prioritized in ICT courses. To address this gap, this study aime…
Artificial Intelligence, Social Media, and Web Platforms in Secondary Education
This study examines the effects of a three-month pedagogical intervention that integrated artificial intelligence (AI), social media, and web-based tools to strengthen digital literacy, creativity, and cultural participation among secondary education students in Ecuador. The intervention was theoretically grounded in perspectives of inclusive digital education and Universal Design for Learning (UDL), emphasizing participation, accessibility, and …
From tweets to power
Introduction This integrative thematic review synthesizes the body of peer-reviewed studies on political communication via Twitter/X, aiming to map the conceptual and methodological landscape of the field as indexed in major databases from the platform’s inception in 2009 through 2024. Methods The review followed a PRISMA-style workflow for search, de-duplication, and screening, resulting in a final corpus of 52 articles from the Web of Science C…
Impact of Gamification on Motivation and Academic Performance
This study aims to examine the existing evidence on gamification in educational settings, highlighting its impact on motivation and academic performance. Methodologically, a Systematic Literature Review (SLR) was developed under the PRISMA statement criteria using three multidisciplinary databases: Web of Science, Scopus, and Scielo. According to the inclusion, exclusion, and quality criteria, it was determined to include 9 SLR articles on gamifi…
La falsa Neuroeducación
Pedagogical practices supported by neuroscience are still in their early stages in the educational context, and the growing interest in neuroeducation does not always translate into proper implementation of research findings. Misconceptions about the brain, known as neuromyths, continue to prevail. This article presents the results of research aimed at analyzing the ability of university students in Education degrees to identify neuromyths in the…
Sustainability in Digital Education
In the last decade, the extensive use of new Information and Communication Technologies (ICT) in education in recent years has changed the nature of the teaching–learning environment. However, the adequate use of ICT is necessary for promoting educational practices that contribute to sustainable development. The systematization of the research in this area is presented as an opportunity to provide a contribution to the already existing theories a…
Influencia del uso de WhatsApp y correo electrónico en la competencia digital en el área de comunicación
The technological advance of mobile devices has significantly changed the way students communicate and interact. The purpose of this research is to analyse the level of digital competence in the area of communication of Spanish schoolchildren aged 12-16 years and to determine whether the use of WhatsApp and email influence this competence. A quantitative methodology was used, working with a sample of 807 students and a problem-solving test was us…
Validación de prueba para evaluar la competencia digital en el área de resolución de problemas en estudiantes de educación obligatoria
Introducción. La evaluación de la competencia digital del estudiantado es una actividad importante, ya que sus resultados aportarán información relevante para diseñar y desarrollar propuestas de alfabetización tecnológica dentro del sistema educativo. Para ello, es necesario diseñar procesos de evaluación que superen la percepción que los sujetos tienen de sí mismos en relación con diferentes aspectos de la competencia digital, para identificar, …
Evaluación de competencias informacionales en escolares y estudio de algunas variables influyentes
La alfabetización informacional es una de las dimensiones de la competencia digital y una necesidad básica e imprescindible para los estudiantes de hoy en día, de ahí nuestro interés en conocer qué nivel de competencias informacionales tienen adquiridas los niños/as y jóvenes entre 11 y 13 años. Para ello hemos aplicado una prueba de evaluación ya validada con una fiabilidad Alfa de Cronbach de .70, a una muestra de 600 sujetos de la provincia de…
Social Educators
Digital competence should be treated as an essential skill in the professional development of social educators. The purpose of the research project presented in this article is twofold: on the one hand, to conduct diagnostic self-assessment of students studying for an Undergraduate Degree in Social Education at the University of Salamanca (Spain), and on the other, to check whether the gender variable affects the results. Applied was the so-calle…
Validación de prueba para evaluar la competencia digital en el área de resolución de problemas en estudiantes de educación obligatoria
Introducción. La evaluación de la competencia digital del estudiantado es una actividad importante, ya que sus resultados aportarán información relevante para diseñar y desarrollar propuestas de alfabetización tecnológica dentro del sistema educativo. Para ello, es necesario diseñar procesos de evaluación que superen la percepción que los sujetos tienen de sí mismos en relación con diferentes aspectos de la competencia digital, para identificar, …
Social Educators
Digital competence should be treated as an essential skill in the professional development of social educators. The purpose of the research project presented in this article is twofold: on the one hand, to conduct diagnostic self-assessment of students studying for an Undergraduate Degree in Social Education at the University of Salamanca (Spain), and on the other, to check whether the gender variable affects the results. Applied was the so-calle…
Evaluación de competencias informacionales en escolares y estudio de algunas variables influyentes
La alfabetización informacional es una de las dimensiones de la competencia digital y una necesidad básica e imprescindible para los estudiantes de hoy en día, de ahí nuestro interés en conocer qué nivel de competencias informacionales tienen adquiridas los niños/as y jóvenes entre 11 y 13 años. Para ello hemos aplicado una prueba de evaluación ya validada con una fiabilidad Alfa de Cronbach de .70, a una muestra de 600 sujetos de la provincia de…
Influencia del uso de WhatsApp y correo electrónico en la competencia digital en el área de comunicación
The technological advance of mobile devices has significantly changed the way students communicate and interact. The purpose of this research is to analyse the level of digital competence in the area of communication of Spanish schoolchildren aged 12-16 years and to determine whether the use of WhatsApp and email influence this competence. A quantitative methodology was used, working with a sample of 807 students and a problem-solving test was us…
Validación de prueba para evaluar la competencia digital en el área de resolución de problemas en estudiantes de educación obligatoria
Introducción. La evaluación de la competencia digital del estudiantado es una actividad importante, ya que sus resultados aportarán información relevante para diseñar y desarrollar propuestas de alfabetización tecnológica dentro del sistema educativo. Para ello, es necesario diseñar procesos de evaluación que superen la percepción que los sujetos tienen de sí mismos en relación con diferentes aspectos de la competencia digital, para identificar, …
Sustainability in Digital Education
In the last decade, the extensive use of new Information and Communication Technologies (ICT) in education in recent years has changed the nature of the teaching–learning environment. However, the adequate use of ICT is necessary for promoting educational practices that contribute to sustainable development. The systematization of the research in this area is presented as an opportunity to provide a contribution to the already existing theories a…
Impact of Gamification on Motivation and Academic Performance
This study aims to examine the existing evidence on gamification in educational settings, highlighting its impact on motivation and academic performance. Methodologically, a Systematic Literature Review (SLR) was developed under the PRISMA statement criteria using three multidisciplinary databases: Web of Science, Scopus, and Scielo. According to the inclusion, exclusion, and quality criteria, it was determined to include 9 SLR articles on gamifi…
La falsa Neuroeducación
Pedagogical practices supported by neuroscience are still in their early stages in the educational context, and the growing interest in neuroeducation does not always translate into proper implementation of research findings. Misconceptions about the brain, known as neuromyths, continue to prevail. This article presents the results of research aimed at analyzing the ability of university students in Education degrees to identify neuromyths in the…
From tweets to power
Introduction This integrative thematic review synthesizes the body of peer-reviewed studies on political communication via Twitter/X, aiming to map the conceptual and methodological landscape of the field as indexed in major databases from the platform’s inception in 2009 through 2024. Methods The review followed a PRISMA-style workflow for search, de-duplication, and screening, resulting in a final corpus of 52 articles from the Web of Science C…
From virality to pedagogy
TikTok's rise invites scrutiny of its educational value, yet evidence from South America remains fragmented. This study synthesizes South-American research on TikTok-mediated learning to (i) map thematic and methodological trends and (ii) quantify reported learning gains. A PRISMA-guided search of Scopus, Web of Science, SciELO and Latindex (2018–2025) yielded 1 695 records; after screening, 26 peer-reviewed studies met the inclusion criteria. Na…
Expert consensus on gamification strategies for ICT courses in higher education
Teaching Information and Communication Technologies (ICT) in higher education faces the challenge of engaging students accustomed to interactive and digital learning environments. Although gamification has emerged as a promising pedagogical strategy to enhance motivation, participation, and learning, there is still no consensus on which gamification elements and strategies should be prioritized in ICT courses. To address this gap, this study aime…
Artificial Intelligence, Social Media, and Web Platforms in Secondary Education
This study examines the effects of a three-month pedagogical intervention that integrated artificial intelligence (AI), social media, and web-based tools to strengthen digital literacy, creativity, and cultural participation among secondary education students in Ecuador. The intervention was theoretically grounded in perspectives of inclusive digital education and Universal Design for Learning (UDL), emphasizing participation, accessibility, and …
Digital literacy in education (5 works) · Humanities (5 works) · Educational Innovations and Technology (4 works) · Art (3 works) · E-Learning and Knowledge Management (3 works) · Psychology (3 works) · Information and Communications Technology (2 works) · Pedagogy (2 works) · Political science (2 works) · Psychological intervention (2 works)