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Salvador Reyes-de-Cózar

Biographic Data

ID6299422
NAMESalvador Reyes-de-Cózar
GIVEN NAMESSalvador
FAMILY NAMEReyes-de-Cózar
SIGNATUREREYES-DE-CÓZAR S
AFFILIATIONSUniversidad Loyola Andalucía
ORCID0000-0001-9602-8988
VERIFIEDYes
TOTAL WORKS9
TOTAL CITATIONS10
WORKS AS AUTHOR9
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2019
LATEST PUBLICATION YEAR2026
H-INDEX2
  • Development and validation of Fable-S

    Alba Merino-Cajaraville, Salvador Reyes-de-Cózar•ARTICLE•Information Communication & Society•2026

  • YouTube as a tool for informal learning in adulthood

    Iván Quintero-Rodríguez, Salvador Reyes-de-Cózar•ARTICLE•International Journal of Lifelong…•2026•References: 58

  • Gamification in digital environments and the development of teachers’ digital competence

    Open Access•José María Barroso Tristán, José María Barroso-Tristán et al.•ARTICLE•Humanities and Social Sciences…•2025

    This study presents a systematic review to explore teachers’ digital competencies framed by the DIGCOMPEDU model through gamification experiences mediated by technology in higher education. The methodology was based on the PRISMA protocol for systematic literature reviews, and it also includes a directed content analysis of 51 articles as a final sample. Findings present gamified digital teaching practices focused mainly on creating and modifying…

  • Fable

    Open Access•Salvador Reyes-de-Cózar, Alba Merino-Cajaraville•ARTICLE•Media and Communication•2025

    Serious games have stood out as a new pedagogical format capable of motivating students through interactive learning. The lack of standards in the conception of these video games has led to the creation of different models, where the ludic aspects often prevail over the educational ones. This research analyzes the models present in the literature to identify those key elements in the design of serious games and to determine the presence of ludic-…

  • Interventions to reduce academic procrastination

    Open Access•María Rosa Salguero-Pazos, Salvador Reyes-de-Cózar•ARTICLE•International Journal of…•2023

  • A Qualitative Analysis of the Educational Value of Commercial Video Games

    Open Access•Salvador Reyes-de-Cózar, Carlos Ramírez-Moreno et al.•ARTICLE•Education Sciences•2022

    Video games have evolved from a mere object of consumption to a cultural artifact of our time. Each cultural milieu is connected to the dominant technologies of its time, and video games today present narratives that allow for meaningful dialogues between the younger generations and the themes or content they find interesting. The main objective of this research was to highlight the value of commercial video games with an ideal potential for tran…

  • Spanish adolescents and fake news

    Paula Herrero-Diz, Jesús Conde Jiménez et al.•ARTICLE•Culture and Education•2021•Cited by: 5•References: 1

    Young people’s exposure to fake news is a growing concern in terms of the risks that are beginning to emerge related to health (anxiety and stress), democracy (loss of trust in the media and institutions) and post-truth (permanent questioning of the facts). To ascertain Spanish adolescents’ exposure to false news, their level of awareness and how they value the credibility of digital information, the ‘CHECK-M’ questionnaire was designed and admin…

  • Teens’ Motivations to Spread Fake News on WhatsApp

    Open Access•Paula Herrero-Diz, Jesús Conde Jiménez et al.•ARTICLE•Social Media + Society•2020•Cited by: 2•References: 3

    Younger people are exposed to misinformation that circulates rapidly on their mobile devices through instant messaging applications such as WhatsApp. Under the guise of news, an attractive format and outrage discourse, fake news appeal to their emotions by inviting them to distribute them impulsively. All of this is supported by a device—the mobile phone—in which the action of sharing is a matter of trust. Therefore, they are less likely to check…

  • The development of the digital teaching competence from a sociocultural approach

    Open Access•María Pilar Colás Bravo, Pilar Colás-Bravo-Bravo et al.•ARTICLE•Comunicar•2019•Cited by: 3•References: 1

    Many Nowadays, digital teaching competence transcends the individual training of teachers in ICT. The European framework DigCompEdu, highlights that teachers must train students in the application of digital technologies in a critical and responsible way, in terms of information, communication, content generation, wellbeing and problem solving. Despite the good intentions to systematize a common model of development of digital competence, it is d…

  • Spanish adolescents and fake news

    Paula Herrero-Diz, Jesús Conde Jiménez et al.•ARTICLE•Culture and Education•2021•Cited by: 5•References: 1

    Young people’s exposure to fake news is a growing concern in terms of the risks that are beginning to emerge related to health (anxiety and stress), democracy (loss of trust in the media and institutions) and post-truth (permanent questioning of the facts). To ascertain Spanish adolescents’ exposure to false news, their level of awareness and how they value the credibility of digital information, the ‘CHECK-M’ questionnaire was designed and admin…

  • The development of the digital teaching competence from a sociocultural approach

    Open Access•María Pilar Colás Bravo, Pilar Colás-Bravo-Bravo et al.•ARTICLE•Comunicar•2019•Cited by: 3•References: 1

    Many Nowadays, digital teaching competence transcends the individual training of teachers in ICT. The European framework DigCompEdu, highlights that teachers must train students in the application of digital technologies in a critical and responsible way, in terms of information, communication, content generation, wellbeing and problem solving. Despite the good intentions to systematize a common model of development of digital competence, it is d…

  • Teens’ Motivations to Spread Fake News on WhatsApp

    Open Access•Paula Herrero-Diz, Jesús Conde Jiménez et al.•ARTICLE•Social Media + Society•2020•Cited by: 2•References: 3

    Younger people are exposed to misinformation that circulates rapidly on their mobile devices through instant messaging applications such as WhatsApp. Under the guise of news, an attractive format and outrage discourse, fake news appeal to their emotions by inviting them to distribute them impulsively. All of this is supported by a device—the mobile phone—in which the action of sharing is a matter of trust. Therefore, they are less likely to check…

  • The development of the digital teaching competence from a sociocultural approach

    Open Access•María Pilar Colás Bravo, Pilar Colás-Bravo-Bravo et al.•ARTICLE•Comunicar•2019•Cited by: 3•References: 1

    Many Nowadays, digital teaching competence transcends the individual training of teachers in ICT. The European framework DigCompEdu, highlights that teachers must train students in the application of digital technologies in a critical and responsible way, in terms of information, communication, content generation, wellbeing and problem solving. Despite the good intentions to systematize a common model of development of digital competence, it is d…

  • Teens’ Motivations to Spread Fake News on WhatsApp

    Open Access•Paula Herrero-Diz, Jesús Conde Jiménez et al.•ARTICLE•Social Media + Society•2020•Cited by: 2•References: 3

    Younger people are exposed to misinformation that circulates rapidly on their mobile devices through instant messaging applications such as WhatsApp. Under the guise of news, an attractive format and outrage discourse, fake news appeal to their emotions by inviting them to distribute them impulsively. All of this is supported by a device—the mobile phone—in which the action of sharing is a matter of trust. Therefore, they are less likely to check…

  • Spanish adolescents and fake news

    Paula Herrero-Diz, Jesús Conde Jiménez et al.•ARTICLE•Culture and Education•2021•Cited by: 5•References: 1

    Young people’s exposure to fake news is a growing concern in terms of the risks that are beginning to emerge related to health (anxiety and stress), democracy (loss of trust in the media and institutions) and post-truth (permanent questioning of the facts). To ascertain Spanish adolescents’ exposure to false news, their level of awareness and how they value the credibility of digital information, the ‘CHECK-M’ questionnaire was designed and admin…

  • A Qualitative Analysis of the Educational Value of Commercial Video Games

    Open Access•Salvador Reyes-de-Cózar, Carlos Ramírez-Moreno et al.•ARTICLE•Education Sciences•2022

    Video games have evolved from a mere object of consumption to a cultural artifact of our time. Each cultural milieu is connected to the dominant technologies of its time, and video games today present narratives that allow for meaningful dialogues between the younger generations and the themes or content they find interesting. The main objective of this research was to highlight the value of commercial video games with an ideal potential for tran…

  • Interventions to reduce academic procrastination

    Open Access•María Rosa Salguero-Pazos, Salvador Reyes-de-Cózar•ARTICLE•International Journal of…•2023

  • Gamification in digital environments and the development of teachers’ digital competence

    Open Access•José María Barroso Tristán, José María Barroso-Tristán et al.•ARTICLE•Humanities and Social Sciences…•2025

    This study presents a systematic review to explore teachers’ digital competencies framed by the DIGCOMPEDU model through gamification experiences mediated by technology in higher education. The methodology was based on the PRISMA protocol for systematic literature reviews, and it also includes a directed content analysis of 51 articles as a final sample. Findings present gamified digital teaching practices focused mainly on creating and modifying…

  • Fable

    Open Access•Salvador Reyes-de-Cózar, Alba Merino-Cajaraville•ARTICLE•Media and Communication•2025

    Serious games have stood out as a new pedagogical format capable of motivating students through interactive learning. The lack of standards in the conception of these video games has led to the creation of different models, where the ludic aspects often prevail over the educational ones. This research analyzes the models present in the literature to identify those key elements in the design of serious games and to determine the presence of ludic-…

  • Development and validation of Fable-S

    Alba Merino-Cajaraville, Salvador Reyes-de-Cózar•ARTICLE•Information Communication & Society•2026

  • YouTube as a tool for informal learning in adulthood

    Iván Quintero-Rodríguez, Salvador Reyes-de-Cózar•ARTICLE•International Journal of Lifelong…•2026•References: 58

Computer Science (5 works) · Psychology (5 works) · Educational Games and Gamification (4 works) · Social Psychology (3 works) · Social Psychology (3 works) · Sociology (3 works) · Advertising (2 works) · Business (2 works) · Credibility (2 works) · Digital literacy in education (2 works)

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