José M Rodríguez-Ferrer
Biographic Data
| ID | 6884938 |
|---|---|
| NAME | José M Rodríguez-Ferrer |
| GIVEN NAMES | José M |
| FAMILY NAME | Rodríguez-Ferrer |
| SIGNATURE | RODRÍGUEZ-FERRER J M |
| AFFILIATIONS | University of Almería |
| ORCID | 0000-0003-1811-0040 |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 11 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2015 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Efectos de la combinación de aprendizaje-servicio y aprendizaje basado en juego sobre las competencias cooperativas del alumnado universitario
Este estudio analiza el impacto del “Aprendizaje-Servicio Lúdico”, un proyecto de innovación educativa que integra Aprendizaje-Servicio (ApS) y Aprendizaje Basado en Juego (ABJ), en el desarrollo del aprendizaje cooperativo. Se utilizó un diseño cuasi-experimental con grupo control y mediciones pre y postest, con una muestra de 411 estudiantes de cinco universidades españolas. Los resultados evidencian mejoras significativas en todas las dimensio…
Digital game-based learning for transgender identity awareness
Game-Based Learning and Gamification in Physical Education
The use of educational games or some aspects of games in the educational context is known as game-based learning (GBL) or educational gamification. The objectives of this study are to assess the existing evidence about how GBL and gamification have affected the variables studied in each investigation over the past ten years; to analyse the educational levels, variables, dynamics, and types of games; and to determine the advantages of implementing…
Game-Based Learning and Service-Learning to Teach Inclusive Education in Higher Education
This study evaluates the impact of game-based learning (GBL) and Service-Learning on the flow and engagement of teacher education students. A quasi-experimental between-group comparison design with pre-test and post-test measures was conducted with a sample of 113 students majoring in childhood education. The results indicate that the experimental group statistically significantly improved their flow and engagement scores compared to the control …
Unleashing Creativity and Cooperation
This article examines the implementation of a cooperative training workshop for Spanish undergraduate social educators. The workshop aimed to explore the integration of escape rooms and breakouts in teaching, specifically addressing cyberbullying as a curricular topic. A total of 40 students participated in designing and qualitatively evaluating the training workshop. The findings highlight the workshop’s effectiveness in enhancing social educati…
The Legends of Elendor
Secondary education needs to find learning strategies that favor student engagement, particularly in socially deprived communities. The objective of this study is to analyze the influence of gamification on educational flow and academic performance. A quasi-experimental pre-test/post-test study has been carried out with 207 secondary school students that compares the gamified cooperative learning method with the directive teaching methodology. Th…
Gamification and family leisure to alleviate the psychological impact of confinement due to Covid‐19
This study presents a quasi‐experimental longitudinal mixed‐methods research about the participation in leisure activities, physical activity, and games, as part of the family leisure programme (“Lunae Magic School”) for Spanish families with children under 12 years old during COVID‐19 lockdown. The impact on parents and their perception of the psychological well‐being of their children is evaluated. The results show that leisure activities reduc…
Relationship between Emotional Intelligence, Victimization, and Academic Achievement in High School Students
The study of bullying implies analyzing the emotional competences of students, and it has been demonstrated that this phenomenon is due to the poor management of emotions. This study explores whether high scores in Emotional Intelligence (EI) are positively related to academic performance and negatively to bullying. The sample composition focused on students of Compulsory Secondary Education, formed by 3451 subjects aged between 11 and 18 years (…
Online Escape Room during Covid-19
Confinement due to the COVID-19 pandemic has hastened an educational shift from face-to-face to online classrooms. This distanced education seeks to achieve learning goals mediated by technology as they would be achieved in the face-to-face classroom, without ignoring the psychological and social impact that COVID-19 has had on students and teachers. Faced with this situation, the use of online educational escape rooms has been proposed as a moti…
Escape Rooms as a Learning Strategy for Special Education Master’s Degree Students
Escape rooms and breakout are learning strategies that can facilitate motivation of learning through challenges. In these strategies, students must work as a team and use their reasoning, knowledge, and skills to solve puzzles and challenges related to the content of the curriculum, allowing them to solve the game in a limited time. The aim of this study was to determine the effects of the implementation of an escape room on classroom flow, acade…
Impairment of visual perception in Aging
We have studied the effects of normal aging on visual perception and the existence of possible compensatory brain mechanisms. Were measured in three groups of 30 people with normal vision and average age of 19.6, 42.6 and 65.7 years, the response time to the presentation of stimuli (0.5o in diameter grey circles) sequentially in 24 positions of the visual field, distributed in 8 polar coordinates and 3 eccentricities (2.15, 3.83 and 5.53 degrees …
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Impairment of visual perception in Aging
We have studied the effects of normal aging on visual perception and the existence of possible compensatory brain mechanisms. Were measured in three groups of 30 people with normal vision and average age of 19.6, 42.6 and 65.7 years, the response time to the presentation of stimuli (0.5o in diameter grey circles) sequentially in 24 positions of the visual field, distributed in 8 polar coordinates and 3 eccentricities (2.15, 3.83 and 5.53 degrees …
Online Escape Room during Covid-19
Confinement due to the COVID-19 pandemic has hastened an educational shift from face-to-face to online classrooms. This distanced education seeks to achieve learning goals mediated by technology as they would be achieved in the face-to-face classroom, without ignoring the psychological and social impact that COVID-19 has had on students and teachers. Faced with this situation, the use of online educational escape rooms has been proposed as a moti…
Escape Rooms as a Learning Strategy for Special Education Master’s Degree Students
Escape rooms and breakout are learning strategies that can facilitate motivation of learning through challenges. In these strategies, students must work as a team and use their reasoning, knowledge, and skills to solve puzzles and challenges related to the content of the curriculum, allowing them to solve the game in a limited time. The aim of this study was to determine the effects of the implementation of an escape room on classroom flow, acade…
The Legends of Elendor
Secondary education needs to find learning strategies that favor student engagement, particularly in socially deprived communities. The objective of this study is to analyze the influence of gamification on educational flow and academic performance. A quasi-experimental pre-test/post-test study has been carried out with 207 secondary school students that compares the gamified cooperative learning method with the directive teaching methodology. Th…
Gamification and family leisure to alleviate the psychological impact of confinement due to Covid‐19
This study presents a quasi‐experimental longitudinal mixed‐methods research about the participation in leisure activities, physical activity, and games, as part of the family leisure programme (“Lunae Magic School”) for Spanish families with children under 12 years old during COVID‐19 lockdown. The impact on parents and their perception of the psychological well‐being of their children is evaluated. The results show that leisure activities reduc…
Relationship between Emotional Intelligence, Victimization, and Academic Achievement in High School Students
The study of bullying implies analyzing the emotional competences of students, and it has been demonstrated that this phenomenon is due to the poor management of emotions. This study explores whether high scores in Emotional Intelligence (EI) are positively related to academic performance and negatively to bullying. The sample composition focused on students of Compulsory Secondary Education, formed by 3451 subjects aged between 11 and 18 years (…
Game-Based Learning and Gamification in Physical Education
The use of educational games or some aspects of games in the educational context is known as game-based learning (GBL) or educational gamification. The objectives of this study are to assess the existing evidence about how GBL and gamification have affected the variables studied in each investigation over the past ten years; to analyse the educational levels, variables, dynamics, and types of games; and to determine the advantages of implementing…
Game-Based Learning and Service-Learning to Teach Inclusive Education in Higher Education
This study evaluates the impact of game-based learning (GBL) and Service-Learning on the flow and engagement of teacher education students. A quasi-experimental between-group comparison design with pre-test and post-test measures was conducted with a sample of 113 students majoring in childhood education. The results indicate that the experimental group statistically significantly improved their flow and engagement scores compared to the control …
Unleashing Creativity and Cooperation
This article examines the implementation of a cooperative training workshop for Spanish undergraduate social educators. The workshop aimed to explore the integration of escape rooms and breakouts in teaching, specifically addressing cyberbullying as a curricular topic. A total of 40 students participated in designing and qualitatively evaluating the training workshop. The findings highlight the workshop’s effectiveness in enhancing social educati…
Digital game-based learning for transgender identity awareness
Efectos de la combinación de aprendizaje-servicio y aprendizaje basado en juego sobre las competencias cooperativas del alumnado universitario
Este estudio analiza el impacto del “Aprendizaje-Servicio Lúdico”, un proyecto de innovación educativa que integra Aprendizaje-Servicio (ApS) y Aprendizaje Basado en Juego (ABJ), en el desarrollo del aprendizaje cooperativo. Se utilizó un diseño cuasi-experimental con grupo control y mediciones pre y postest, con una muestra de 411 estudiantes de cinco universidades españolas. Los resultados evidencian mejoras significativas en todas las dimensio…
Psychology (9 works) · Mathematics education (6 works) · Pedagogy (6 works) · Educational Games and Gamification (5 works) · Impact of Technology on Adolescents (4 works) · Medicine (4 works) · Computer Science (3 works) · Developmental psychology (3 works) · Medical education (3 works) · Perception (3 works)