Salvador Reyes-de-Cózar
Biographic Data
| ID | 6299422 |
|---|---|
| NAME | Salvador Reyes-de-Cózar |
| GIVEN NAMES | Salvador |
| FAMILY NAME | Reyes-de-Cózar |
| SIGNATURE | REYES-DE-CÓZAR S |
| AFFILIATIONS | Universidad Loyola Andalucía |
| ORCID | 0000-0001-9602-8988 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 10 |
| WORKS AS AUTHOR | 9 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2019 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
Development and validation of Fable-S
YouTube as a tool for informal learning in adulthood
Gamification in digital environments and the development of teachers’ digital competence
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
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
A Qualitative Analysis of the Educational Value of Commercial Video Games
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
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
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
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
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
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
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
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
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
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
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
Gamification in digital environments and the development of teachers’ digital competence
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
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
YouTube as a tool for informal learning in adulthood
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)