Raquel Hijon-Neira
Biographic Data
| ID | 9256975 |
|---|---|
| NAME | Raquel Hijon-Neira |
| GIVEN NAMES | Raquel |
| FAMILY NAME | Hijon-Neira |
| SIGNATURE | HIJON-NEIRA R |
| AFFILIATIONS | Universidad Rey Juan Carlos |
| ORCID | 0000-0003-3833-4228 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 6 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2016 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 0 |
AI-Generated Context for Teaching Robotics to Improve Computational Thinking in Early Childhood Education
This study investigates the impact of AI-generated contexts on preservice teachers’ computational thinking (CT) skills and their acceptance of educational robotics. This article presents a methodology for teaching robotics based on AI-generated contexts aimed at enhancing CT. An experiment was conducted with 122 undergraduate students enrolled in an Early Childhood Education program, aged 18–19 years, who were training in the Computer Science and…
Impacto del proceso de enseñanza y aprendizaje remoto de emergencia en la competencia digital y el estado de ánimo en la formación del profesorado
La COVID-19 ha impactado en los procesos de enseñanza y aprendizaje acentuando dificultades académicas y emocionales. El objetivo del estudio es analizar si durante la enseñanza y aprendizaje remoto de emergencia ha habido cambios significativos en el estado de ánimo y en la competencia digital de 89 profesores y 488 estudiantes de los Grados de Educación Infantil y Primaria, y del Máster de formación del profesorado de la Universidad Rey Juan Ca…
Can Gamification Help in Increasing Motivation, Engagement, and Satisfaction? A gamified experience in teaching CS to students from other disciplines
The digital revolution is causing the new generations to demand new ways of learning. Motivating students is one crucial element of the learning-teaching process to achieve students’ learning, which is the main objective of education. Using typical gaming elements in non-game environments, gamification transforms the learning process into a more motivating and enjoyable experience. Therefore, gamification offers adequate solutions for the educati…
Improving Computational Thinking in Secondary Students with Unplugged Tasks
The teaching-learning of programming fundamentals is increasing in secondary schools, however, it is a very difficult task for the teacher because the student has not yet achieved full development of their computational thinking, so they have difficulty in learning programming fundamentals. In this article, we describe the development of computational thinking activities prior to the teaching of programming fundamentals and we analyze the data ob…
Can computational thinking be improved by using a methodology based on metaphors and scratch to teach computer programming to children
Recursion Removal as an Instructional Method to Enhance the Understanding of Recursion Tracing
Recursion is one of the most difficult programming topics for students. In this paper, an instructional method is proposed to enhance students' understanding of recursion tracing. The proposal is based on the use of rules to translate linear recursion algorithms into equivalent, iterative ones. The paper has two main contributions: the instructional method itself, and its evaluation, which is based on previous works of other authors on mental mod…
No prominent works on this page.
Recursion Removal as an Instructional Method to Enhance the Understanding of Recursion Tracing
Recursion is one of the most difficult programming topics for students. In this paper, an instructional method is proposed to enhance students' understanding of recursion tracing. The proposal is based on the use of rules to translate linear recursion algorithms into equivalent, iterative ones. The paper has two main contributions: the instructional method itself, and its evaluation, which is based on previous works of other authors on mental mod…
Improving Computational Thinking in Secondary Students with Unplugged Tasks
The teaching-learning of programming fundamentals is increasing in secondary schools, however, it is a very difficult task for the teacher because the student has not yet achieved full development of their computational thinking, so they have difficulty in learning programming fundamentals. In this article, we describe the development of computational thinking activities prior to the teaching of programming fundamentals and we analyze the data ob…
Can computational thinking be improved by using a methodology based on metaphors and scratch to teach computer programming to children
Impacto del proceso de enseñanza y aprendizaje remoto de emergencia en la competencia digital y el estado de ánimo en la formación del profesorado
La COVID-19 ha impactado en los procesos de enseñanza y aprendizaje acentuando dificultades académicas y emocionales. El objetivo del estudio es analizar si durante la enseñanza y aprendizaje remoto de emergencia ha habido cambios significativos en el estado de ánimo y en la competencia digital de 89 profesores y 488 estudiantes de los Grados de Educación Infantil y Primaria, y del Máster de formación del profesorado de la Universidad Rey Juan Ca…
Can Gamification Help in Increasing Motivation, Engagement, and Satisfaction? A gamified experience in teaching CS to students from other disciplines
The digital revolution is causing the new generations to demand new ways of learning. Motivating students is one crucial element of the learning-teaching process to achieve students’ learning, which is the main objective of education. Using typical gaming elements in non-game environments, gamification transforms the learning process into a more motivating and enjoyable experience. Therefore, gamification offers adequate solutions for the educati…
AI-Generated Context for Teaching Robotics to Improve Computational Thinking in Early Childhood Education
This study investigates the impact of AI-generated contexts on preservice teachers’ computational thinking (CT) skills and their acceptance of educational robotics. This article presents a methodology for teaching robotics based on AI-generated contexts aimed at enhancing CT. An experiment was conducted with 122 undergraduate students enrolled in an Early Childhood Education program, aged 18–19 years, who were training in the Computer Science and…
Computer Science (5 works) · Psychology (5 works) · Mathematics education (4 works) · Teaching and Learning Programming (4 works) · Computational Thinking (3 works) · Educational Games and Gamification (3 works) · Artificial Intelligence (2 works) · E-Learning and Knowledge Management (2 works) · Engineering (2 works) · Online Learning and Analytics (2 works)