José Luis Cuesta Gómez
Biographic Data
| ID | 6672075 |
|---|---|
| NAME | José Luis Cuesta Gómez |
| GIVEN NAMES | José Luis Cuesta |
| FAMILY NAME | Gómez |
| SIGNATURE | GÓMEZ J L C |
| AFFILIATIONS | Universidad de Burgos |
| ORCID | 0000-0002-0829-1629 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Covid-19, Autism, and Isolation: Good Practices for Continuity of Care During the Pandemic
The COVID-19 pandemic, and particularly the associated conditions of isolation, has detrimental effects on the mental health of the population that are not yet fully understood. Variables such as individual stress, anxiety, and tolerance to uncertainty may play a role in the ability of individuals to adapt to the isolation situation. In this context, it is necessary to pay attention to population groups that present difficulties in adapting to th…
Ubuingenio: Extracurricular enrichment programme for the improvement of high ability students’ creative thinking
Background: High-ability students require effective educational strategies. This study introduces and evaluates a curriculum enrichment programme aimed at enhancing creativity. The programme is based on a competency framework and was implemented using variations of Project-Based Learning (PBL) strategies. Method: A quasi-experimental design compared two interventions using pre-test and post-test groups. The first intervention (N = 38) involved a …
Edutainment, Gamification and Nutritional Education: An Analysis of Its Relationship With The Perception of Organizational Culture in Primary Education
The application of edutainment and gamification resources as complementary methodologies allows to reinforce and facilitate the internalization of learning, although there are hardly any studies that relate its use to the organizational culture of educational establishments. This research aims to assess the effectiveness of the Foodball gamification program, applied to nutritional education as a strategy for innovation and learning and, specifica…
The use of videogames as digital leisure among people with autism spectrum disorder
Digital leisure and specifically videogames are increasingly entrenched in all segments of society. Making appropriate use of them implies a challenge for users, families, and professionals. In the present study, the use that people with Autism Spectrum Disorders make of this sort of entertainment is specifically approached, and a series of recommendations are presented that take the characteristics of this population into account. A questionnair…
Implication of the Sensory Environment in Children with Autism Spectrum Disorder: Perspectives from School
(1) Background: Children with Autism Spectrum Disorder (ASD) frequently have difficulties in processing sensory information, which is a limitation when participating in different contexts, such as school. The objective of the present study was to compare the sensory processing characteristics of children with ASD in the natural context of school through the perception of professionals in the field of education, in comparison with neurodevelopment…
Intellectual Disability, Employment and Aging: Intervention Measures
Workers living with intellectual disability suffer in a special way from the onset of premature aging. Hence the need to generate alternatives and policies for the development of a new model for active aging and the care of workers with intellectual disability. Our objective in this study is, therefore, to devise intervention measures that can minimize the effects of aging on the lives and the activities of these workers. Employing the Delphi tec…
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The use of videogames as digital leisure among people with autism spectrum disorder
Digital leisure and specifically videogames are increasingly entrenched in all segments of society. Making appropriate use of them implies a challenge for users, families, and professionals. In the present study, the use that people with Autism Spectrum Disorders make of this sort of entertainment is specifically approached, and a series of recommendations are presented that take the characteristics of this population into account. A questionnair…
Implication of the Sensory Environment in Children with Autism Spectrum Disorder: Perspectives from School
(1) Background: Children with Autism Spectrum Disorder (ASD) frequently have difficulties in processing sensory information, which is a limitation when participating in different contexts, such as school. The objective of the present study was to compare the sensory processing characteristics of children with ASD in the natural context of school through the perception of professionals in the field of education, in comparison with neurodevelopment…
Intellectual Disability, Employment and Aging: Intervention Measures
Workers living with intellectual disability suffer in a special way from the onset of premature aging. Hence the need to generate alternatives and policies for the development of a new model for active aging and the care of workers with intellectual disability. Our objective in this study is, therefore, to devise intervention measures that can minimize the effects of aging on the lives and the activities of these workers. Employing the Delphi tec…
Ubuingenio: Extracurricular enrichment programme for the improvement of high ability students’ creative thinking
Background: High-ability students require effective educational strategies. This study introduces and evaluates a curriculum enrichment programme aimed at enhancing creativity. The programme is based on a competency framework and was implemented using variations of Project-Based Learning (PBL) strategies. Method: A quasi-experimental design compared two interventions using pre-test and post-test groups. The first intervention (N = 38) involved a …
Edutainment, Gamification and Nutritional Education: An Analysis of Its Relationship With The Perception of Organizational Culture in Primary Education
The application of edutainment and gamification resources as complementary methodologies allows to reinforce and facilitate the internalization of learning, although there are hardly any studies that relate its use to the organizational culture of educational establishments. This research aims to assess the effectiveness of the Foodball gamification program, applied to nutritional education as a strategy for innovation and learning and, specifica…
Covid-19, Autism, and Isolation: Good Practices for Continuity of Care During the Pandemic
The COVID-19 pandemic, and particularly the associated conditions of isolation, has detrimental effects on the mental health of the population that are not yet fully understood. Variables such as individual stress, anxiety, and tolerance to uncertainty may play a role in the ability of individuals to adapt to the isolation situation. In this context, it is necessary to pay attention to population groups that present difficulties in adapting to th…
Psychology (5 works) · Computer Science (4 works) · Medicine (4 works) · Autism (3 works) · Autism Spectrum Disorder Research (3 works) · Political science (3 works) · Psychiatry (3 works) · Autism spectrum disorder (2 works) · Developmental psychology (2 works) · Entertainment (2 works)