Raquel Casanovas López
Biographic Data
| ID | 9976683 |
|---|---|
| NAME | Raquel Casanovas López |
| GIVEN NAMES | Raquel Casanovas |
| FAMILY NAME | López |
| SIGNATURE | LOPEZ R C |
| AFFILIATIONS | Universidad de Zaragoza |
| ORCID | 0000-0003-4790-531X |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 2 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Challenges of Innovation Through Gamification in the Classroom
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
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
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
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)