Sonia Rodríguez Cano
Biographic Data
| ID | 6884568 |
|---|---|
| NAME | Sonia Rodríguez Cano |
| GIVEN NAMES | Sonia Rodríguez |
| FAMILY NAME | Cano |
| SIGNATURE | CANO S R |
| AFFILIATIONS | Universidad de Burgos |
| ORCID | 0000-0002-4242-6865 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 7 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2023 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Augmented reality for story-related activities in primary and secondary education
Story-related activities such as storytelling, story creation and narrative-based learning have become a popular pedagogical approach used in education. Additionally, Augmented Reality (AR) is a tool that receives significant attention globally. Recognizing this trend, researchers have been seeking ways to integrate story-related activities with AR in educational contexts. This paper presents a systematic literature review focusing on the use of …
Implementation and Evaluation of a VR/AR-Based Assistive Technology for Dyslexic Learners
This exploratory case study investigates the implementation and educational impact of a Virtual Reality (VR)- and Augmented Reality (AR)-based assistive technology developed to support learners with dyslexia. The intervention, delivered via mobile devices and VR headsets, incorporated gamified and interactive content aimed at enhancing cognitive skills such as attention, inhibition, narrative memory, and phonological awareness. Two in-depth case …
Creation of Educational Technology Resources to Raise Awareness of Gender Violence Through a Service Learning Project
This contribution is part of the Service Learning (SL) project “Abre tus ojos” (Open your eyes), whose main objective is to contribute to the coeducation and gender violence awareness of future education professionals. In line with the dimensions of sustainable human development, the actions developed in this SL project are directly related to helping people and groups in need. Students from different courses at the Faculty of Education of the Un…
Does Mindfulness Mediated by Virtual Reality Help People with Functional Diversity
The integration of virtual reality with mindfulness practice is an effective tool for reducing anxiety levels because it promotes a comprehensive improvement of the educational process and the emotional well-being of students. The aim of this study is to analyse the impact of a mindfulness programme carried out using Virtual Reality with people with functional diversity who are studying Adapted Vocational Training in a secondary school. The inter…
La Competencia Digital Docente entre los Futuros Docentes de la Universidad de Burgos
Los cambios que ha producido la tecnología en la sociedad se reflejan en el ámbito educativo y requiere cambios en la formación docente, para que estos sean capaces de hacer frente a las nuevas realidades. Con el fin de establecer el nivel de competencia digital de los futuros docentes de la Universidad de Burgos, se ha diseñado un estudio de carácter descriptivo, contando con la participación de ciento veinte futuros docentes, obteniendo sus dat…
Digital Teaching Competence among Teachers of Different Educational Stages in Spain
The new educational reality requires teachers to have skills and competencies to improve the teaching-learning process and, therefore, the quality of teaching, integrating new technologies. To assess the competence level of teachers, a descriptive study was designed, in which 150 teachers from different stages in Spain took part and were administered the DigCompEdu Check-in questionnaire. Non-probabilistic (purposive) sampling was used. The resul…
A Systematic Review of Literature on Emerging Technologies and Specific Learning Difficulties
Educational research on emerging technologies, particularly virtual reality and augmented reality, is expanding at the moment. The purpose of this contribution is to conduct a systematic review to understand the impact of emerging technologies in the educational and social-health fields. The PRISMA 2020 methodology was used to respond to the objective and research questions, ensuring the fulfillment of the quality criteria in the elaboration of t…
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Digital Teaching Competence among Teachers of Different Educational Stages in Spain
The new educational reality requires teachers to have skills and competencies to improve the teaching-learning process and, therefore, the quality of teaching, integrating new technologies. To assess the competence level of teachers, a descriptive study was designed, in which 150 teachers from different stages in Spain took part and were administered the DigCompEdu Check-in questionnaire. Non-probabilistic (purposive) sampling was used. The resul…
A Systematic Review of Literature on Emerging Technologies and Specific Learning Difficulties
Educational research on emerging technologies, particularly virtual reality and augmented reality, is expanding at the moment. The purpose of this contribution is to conduct a systematic review to understand the impact of emerging technologies in the educational and social-health fields. The PRISMA 2020 methodology was used to respond to the objective and research questions, ensuring the fulfillment of the quality criteria in the elaboration of t…
La Competencia Digital Docente entre los Futuros Docentes de la Universidad de Burgos
Los cambios que ha producido la tecnología en la sociedad se reflejan en el ámbito educativo y requiere cambios en la formación docente, para que estos sean capaces de hacer frente a las nuevas realidades. Con el fin de establecer el nivel de competencia digital de los futuros docentes de la Universidad de Burgos, se ha diseñado un estudio de carácter descriptivo, contando con la participación de ciento veinte futuros docentes, obteniendo sus dat…
Implementation and Evaluation of a VR/AR-Based Assistive Technology for Dyslexic Learners
This exploratory case study investigates the implementation and educational impact of a Virtual Reality (VR)- and Augmented Reality (AR)-based assistive technology developed to support learners with dyslexia. The intervention, delivered via mobile devices and VR headsets, incorporated gamified and interactive content aimed at enhancing cognitive skills such as attention, inhibition, narrative memory, and phonological awareness. Two in-depth case …
Creation of Educational Technology Resources to Raise Awareness of Gender Violence Through a Service Learning Project
This contribution is part of the Service Learning (SL) project “Abre tus ojos” (Open your eyes), whose main objective is to contribute to the coeducation and gender violence awareness of future education professionals. In line with the dimensions of sustainable human development, the actions developed in this SL project are directly related to helping people and groups in need. Students from different courses at the Faculty of Education of the Un…
Does Mindfulness Mediated by Virtual Reality Help People with Functional Diversity
The integration of virtual reality with mindfulness practice is an effective tool for reducing anxiety levels because it promotes a comprehensive improvement of the educational process and the emotional well-being of students. The aim of this study is to analyse the impact of a mindfulness programme carried out using Virtual Reality with people with functional diversity who are studying Adapted Vocational Training in a secondary school. The inter…
Augmented reality for story-related activities in primary and secondary education
Story-related activities such as storytelling, story creation and narrative-based learning have become a popular pedagogical approach used in education. Additionally, Augmented Reality (AR) is a tool that receives significant attention globally. Recognizing this trend, researchers have been seeking ways to integrate story-related activities with AR in educational contexts. This paper presents a systematic literature review focusing on the use of …
Computer Science (4 works) · Psychology (4 works) · Digital literacy in education (2 works) · Educational Innovations and Technology (2 works) · Human–computer interaction (2 works) · Pedagogy (2 works) · Sociology (2 works) · Virtual reality (2 works) · Anthropology (1 works) · Applied Psychology (1 works)