Javier del Olmo‐Muñoz
Biographic Data
| ID | 6769158 |
|---|---|
| NAME | Javier del Olmo‐Muñoz |
| GIVEN NAMES | Javier |
| FAMILY NAME | del Olmo‐Muñoz |
| SIGNATURE | MUÑOZ J O |
| AFFILIATIONS | University of Castilla-La Mancha |
| ORCID | 0000-0001-8754-0648 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 10 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Escape Body
Young learners' lack of motivation to study scientific‐related subjects nowadays is a topic of concern in our society. This study followed a quasi‐experimental design with a predominantly quantitative methods approach, complemented by qualitative data, to investigate how the combination of gamified and problem‐based learning could influence students' scientific knowledge and motivation. During this research, one group of pupils received a web‐bas…
Competencia digital y transición a Secundaria
Technology plays a key role in the educational transition from primary to secondary school. This longitudinal study analyses the evolution of students' digital competence during this period. A mixed methodological design was followed in three phases: diagnosis and intervention in sixth grade of primary education (pre- and post-intervention application of a questionnaire to assess students' digital competence) and follow-up of students in their tr…
Is gamification always productive? A study of the effectiveness of Bebras cards in promoting primary students’ computational thinking skills
Boosting Digital Competence
The present study analyses the effect of an educational program on the digital competence (DC) level of 126 sixth-grade students from three schools in a mid-sized urban area of Spain, based on the DigComp framework, which defines five areas: information and data literacy, communication and collaboration, digital content creation, safety, and problem solving. A validated questionnaire was applied to analyse the students’ DC level before and after …
Prior proficiency level matters
Exploring Gamification Approaches for Enhancing Computational Thinking in Young Learners
The integration of computational thinking (CT) in mathematics education is increasingly important due to its intersections with mathematical thinking and its role in the 21st century. Recent years have seen a growing interest in the use of innovative tools to enhance mathematics education, including the exploration of gamification techniques to improve student engagement. While previous research suggests that the inclusion of CT activities at an …
Scratch and unity design in elementary education
Building personalised homework from a learning analytics based formative assessment
This study analyses the potential of a learning analytics (LA) based formative assessment to construct personalised teaching sequences in Mathematics for 5th‐grade primary school students. A total of 127 students from Spanish public schools participated in the study. The quasi‐experimental study was conducted over the course of six sessions, in which both control and experimental groups participated in a teaching sequence based on mathematical pr…
Using intra‐task flexibility on an intelligent tutoring system to promote arithmetic problem‐solving proficiency
Problem solving is often regarded as one of the most essential cognitive functions in our daily lives, and, for that reason, educational theorists have long stressed the need for its development. As cognitive flexibility is a fundamental characteristic necessary throughout the problem‐solving process, the purpose of this study is to analyse students' problem‐solving performance after following intra‐task flexibility‐based training mediated by an …
Computational thinking through unplugged activities in early years of Primary Education
No prominent works on this page.
Computational thinking through unplugged activities in early years of Primary Education
Using intra‐task flexibility on an intelligent tutoring system to promote arithmetic problem‐solving proficiency
Problem solving is often regarded as one of the most essential cognitive functions in our daily lives, and, for that reason, educational theorists have long stressed the need for its development. As cognitive flexibility is a fundamental characteristic necessary throughout the problem‐solving process, the purpose of this study is to analyse students' problem‐solving performance after following intra‐task flexibility‐based training mediated by an …
Exploring Gamification Approaches for Enhancing Computational Thinking in Young Learners
The integration of computational thinking (CT) in mathematics education is increasingly important due to its intersections with mathematical thinking and its role in the 21st century. Recent years have seen a growing interest in the use of innovative tools to enhance mathematics education, including the exploration of gamification techniques to improve student engagement. While previous research suggests that the inclusion of CT activities at an …
Scratch and unity design in elementary education
Building personalised homework from a learning analytics based formative assessment
This study analyses the potential of a learning analytics (LA) based formative assessment to construct personalised teaching sequences in Mathematics for 5th‐grade primary school students. A total of 127 students from Spanish public schools participated in the study. The quasi‐experimental study was conducted over the course of six sessions, in which both control and experimental groups participated in a teaching sequence based on mathematical pr…
Prior proficiency level matters
Is gamification always productive? A study of the effectiveness of Bebras cards in promoting primary students’ computational thinking skills
Boosting Digital Competence
The present study analyses the effect of an educational program on the digital competence (DC) level of 126 sixth-grade students from three schools in a mid-sized urban area of Spain, based on the DigComp framework, which defines five areas: information and data literacy, communication and collaboration, digital content creation, safety, and problem solving. A validated questionnaire was applied to analyse the students’ DC level before and after …
Escape Body
Young learners' lack of motivation to study scientific‐related subjects nowadays is a topic of concern in our society. This study followed a quasi‐experimental design with a predominantly quantitative methods approach, complemented by qualitative data, to investigate how the combination of gamified and problem‐based learning could influence students' scientific knowledge and motivation. During this research, one group of pupils received a web‐bas…
Competencia digital y transición a Secundaria
Technology plays a key role in the educational transition from primary to secondary school. This longitudinal study analyses the evolution of students' digital competence during this period. A mixed methodological design was followed in three phases: diagnosis and intervention in sixth grade of primary education (pre- and post-intervention application of a questionnaire to assess students' digital competence) and follow-up of students in their tr…
Computer Science (8 works) · Mathematics education (8 works) · Psychology (8 works) · Pedagogy (6 works) · Educational Games and Gamification (5 works) · Innovative Teaching and Learning Methods (4 works) · Mathematics (4 works) · Social Psychology (4 works) · Teaching and Learning Programming (4 works) · Artificial Intelligence (3 works)