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Juan Antonio Antequera Barroso

Biographic Data

ID8344425
NAMEJuan Antonio Antequera Barroso
GIVEN NAMESJuan Antonio Antequera
FAMILY NAMEBarroso
SIGNATUREBARROSO J A A
AFFILIATIONSUniversidad de Extremadura
ORCID0000-0001-8259-8963
VERIFIEDYes
TOTAL WORKS3
TOTAL CITATIONS0
AUTHOR COUNT3
EDITOR COUNT0
FIRST PUBLICATION YEAR2022
LATEST PUBLICATION YEAR2024
H-INDEX0
  • Connect the dots

    Open Access•Juan Antonio Antequera Barroso, Enrique Carmona Medeiro•ARTICLE•Frontiers in Education•2024

    Video games, although not originally designed for educational purposes, have the potential to serve as a significant tool in creating an efficient and motivating learning environment that facilitates the acquisition of mathematical concepts or notions. This study aims to examine the responses provided by students ( n = 100) majoring in Early Childhood Education to the video game “Connect the dots” concerning the opportunities it offers. These opp…

  • Exploring the Impact of the Video Game Monité on Exogenous Factors and Resilience against Bullying in Primary Education Students

    Open Access•Francisco Ignacio Revuelta-Domínguez, Jorge Guerra-Antequera et al.•ARTICLE•Education Sciences•2023

    This study focuses on the issue of school bullying and explores the potential of video games as a tool to prevent and address this problem. To accomplish this, the video game Monité, specifically designed for the prevention of school bullying, was utilized, using the paradigm of digital game-based learning as an intervention methodology that emphasizes its educational and recreational potential. This study was conducted using a quasi-experimental…

  • Similarities in Procedures Used to Solve Mathematical Problems and Video Games

    Open Access•Juan Antonio Antequera Barroso, Francisco Ignacio Revuelta-Domínguez et al.•ARTICLE•Education Sciences•2022

    Video game use is widespread among all age groups, from young children to older adults. The wide variety of video game genres, which are adapted to all tastes and needs, is one of the factors that makes them so attractive. In many cases, video games function as an outlet for stress associated with everyday life by providing an escape from reality. We took advantage of this recreational aspect of video games when investigating whether there are si…

No prominent works on this page.

  • Similarities in Procedures Used to Solve Mathematical Problems and Video Games

    Open Access•Juan Antonio Antequera Barroso, Francisco Ignacio Revuelta-Domínguez et al.•ARTICLE•Education Sciences•2022

    Video game use is widespread among all age groups, from young children to older adults. The wide variety of video game genres, which are adapted to all tastes and needs, is one of the factors that makes them so attractive. In many cases, video games function as an outlet for stress associated with everyday life by providing an escape from reality. We took advantage of this recreational aspect of video games when investigating whether there are si…

  • Exploring the Impact of the Video Game Monité on Exogenous Factors and Resilience against Bullying in Primary Education Students

    Open Access•Francisco Ignacio Revuelta-Domínguez, Jorge Guerra-Antequera et al.•ARTICLE•Education Sciences•2023

    This study focuses on the issue of school bullying and explores the potential of video games as a tool to prevent and address this problem. To accomplish this, the video game Monité, specifically designed for the prevention of school bullying, was utilized, using the paradigm of digital game-based learning as an intervention methodology that emphasizes its educational and recreational potential. This study was conducted using a quasi-experimental…

  • Connect the dots

    Open Access•Juan Antonio Antequera Barroso, Enrique Carmona Medeiro•ARTICLE•Frontiers in Education•2024

    Video games, although not originally designed for educational purposes, have the potential to serve as a significant tool in creating an efficient and motivating learning environment that facilitates the acquisition of mathematical concepts or notions. This study aims to examine the responses provided by students ( n = 100) majoring in Early Childhood Education to the video game “Connect the dots” concerning the opportunities it offers. These opp…

Computer Science (3 works) · Educational Games and Gamification (3 works) · Multimedia (3 works) · Mathematics education (2 works) · Psychology (2 works) · Video game (2 works) · Applied Psychology (1 works) · Artificial Intelligence (1 works) · Augmented Reality Applications (1 works) · Child Development and Digital Technology (1 works)

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