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Raquel Casanovas López

Biographic Data

ID9976683
NAMERaquel Casanovas López
GIVEN NAMESRaquel Casanovas
FAMILY NAMELópez
SIGNATURELOPEZ R C
AFFILIATIONSUniversidad de Zaragoza
ORCID0000-0003-4790-531X
VERIFIEDYes
TOTAL WORKS2
TOTAL CITATIONS0
AUTHOR COUNT2
EDITOR COUNT0
FIRST PUBLICATION YEAR2022
LATEST PUBLICATION YEAR2025
H-INDEX0
  • Challenges of Innovation Through Gamification in the Classroom

    Open Access•Magali Denoni, Celia Marcén et al.•ARTICLE•Education Sciences•2025

    The demands of modern society regarding academic training have placed the focus of education on active methodologies. Their proven success also presents challenges for the innovation they entail. In this regard, methodological strategies such as gamification are currently focusing their analyses on design to ensure the effectiveness of their outcomes. With this in mind, we aim to analyse a gamification experience in higher education from the pers…

  • Addiction to New Technologies and Cyberbullying in the Costa Rican Context

    Open Access•Raquel Lozano-Blasco, Alberto Quilez-Robres et al.•ARTICLE•Education Sciences•2022

    Addiction to new technologies (Internet, smartphone and video games) as well as cyber-aggression presents a growing incidence at a global level. Correlational research is proposed with a sample of n = 127 Costa Rican adolescents, with a mean age of 16.32 years, comprising 67 men and 60 women. The objective was to determine the prevalence of Internet, smartphone and video game addiction and its close relationship with cyberbullying (cyber-victim r…

No prominent works on this page.

  • Addiction to New Technologies and Cyberbullying in the Costa Rican Context

    Open Access•Raquel Lozano-Blasco, Alberto Quilez-Robres et al.•ARTICLE•Education Sciences•2022

    Addiction to new technologies (Internet, smartphone and video games) as well as cyber-aggression presents a growing incidence at a global level. Correlational research is proposed with a sample of n = 127 Costa Rican adolescents, with a mean age of 16.32 years, comprising 67 men and 60 women. The objective was to determine the prevalence of Internet, smartphone and video game addiction and its close relationship with cyberbullying (cyber-victim r…

  • Challenges of Innovation Through Gamification in the Classroom

    Open Access•Magali Denoni, Celia Marcén et al.•ARTICLE•Education Sciences•2025

    The demands of modern society regarding academic training have placed the focus of education on active methodologies. Their proven success also presents challenges for the innovation they entail. In this regard, methodological strategies such as gamification are currently focusing their analyses on design to ensure the effectiveness of their outcomes. With this in mind, we aim to analyse a gamification experience in higher education from the pers…

Addiction (1 work) · Aggression (1 work) · Bullying, Victimization, and Aggression (1 work) · Child Development and Digital Technology (1 work) · Computer Science (1 work) · Educational Games and Gamification (1 work) · Empathy (1 work) · Feeling (1 work) · Focus group (1 work) · Higher education (1 work)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae