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Item type:Publication, Impact of Educational Technology on Enhancing Children’s Competencies in Mobile Classrooms(2025); ; Technology can be used as an effective strategy to enhance cognitive, motor, and linguistic skills in children of all ages. However, its implementation in itinerant contexts, where resources and infrastructure are limited, poses a challenge. This study addressed this issue by evaluating the effectiveness of an educational intervention based on educational technology in itinerant classrooms. A quasi-experimental design was conducted with 128 children, using a pre-test and post-test to measure the impact on 17 competencies, such as visuomotor coordination, visual memory, and attention. The 17 competencies were evaluated using standardized tools designed to measure aspects such as visuomotor coordination, visual memory, attention, motor skills, visual perception, and linguistic abilities. The evaluation results were used to identify difficulties and the need for pedagogical support, enabling detailed tracking of each child’s development. Over the course of 8 weeks, five digital educational tools, such as Mundo Primaria and Minecraft, were used and adapted to be appropriate for the children’s ages and needs. The results showed significant improvements in all the competencies evaluated, indicating that technology can serve as a catalyst for children’s cognitive abilities even in unconventional environments. Itinerant classrooms benefited from the flexibility and adaptability of technological resources, enabling them to overcome the typical physical and logistical limitations of these contexts. The integration of educational technology in early childhood education is highly effective and can offer a viable solution to improve the learning outcomes of primary school students.13 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Non-formal Virtual Training Strategies to Promote Entrepreneurship(2025) ;Mónica Naranjo-Costales; In the current context, entrepreneurship requires extensive knowledge for proper development. In Latin America, the lack of expertise in areas such as marketing and financial management leads to a high rate of business failure. This study addresses this issue by implementing a virtual learning environment called Emprende Virtual, designed to promote sustainable entrepreneurship through masterclasses and practical activities. The methodology used was a quantitative approach with an experimental design. A total of 59 participants were divided into two groups: an experimental group that received training through the digital resource of the virtual environment and a control group that received no intervention. Pre- and post-test surveys were conducted to measure the impact of the virtual learning environment on the participants’ entrepreneurial attitude, knowledge and skills. The results showed a significant improvement in the experimental group compared to the control group, especially in areas such as educational technology, innovation and entrepreneurship, and business management. This demonstrates that the strategy not only facilitates access to education but also contributes to the development of essential skills for business success, promoting sustainability and economic growth. Despite limitations such as the lack of geographical representativeness and variability in prior experience, the VLE proves to be an effective tool for developing entrepreneurs in the region.19 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Innovative Learning Environments Through Social Media: Evaluation of Their Impact on Secondary Basic Education(2025) ;Génesis Montoya-Fernández; Education has evolved with the integration of information technologies, including the use of social media as innovative tools in educational technology. Although initially conceived for social interaction, platforms such as TikTok, WhatsApp, and Facebook have shown potential to enrich the learning environment and teaching-learning processes. In this context, a four-week didactic intervention was designed and implemented in seventh-year basic education students, focused on reinforcing knowledge in natural sciences through activities on social media. The methodology combined a quantitative and qualitative approach, with the application of surveys and pre- and post-intervention evaluations in three areas: electricity and energy, magnetism, atmosphere and climate. The results showed significant improvements in the categories of magnetism (Z = −3.918, p < 0.001) and atmosphere and climate (Z = −3.324, p = 0.001). However, no statistically significant difference was found in the category of electricity and energy (Z = −1.230, p = 0.219). This indicates that the intervention was more effective in certain areas, suggesting the need to adjust strategies for other topics. The effectiveness of using information technologies in education, particularly social media, to improve academic performance in specific areas is highlighted, proposing their potential as complementary teaching tools and the need to continue researching their application in various educational disciplines13 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, The Use of Gamification in Mathematics Education: Enhancing Geometry Comprehension with High School Students(2024); ;Alex Mauricio Mazaquiza-PaucarClara Augusta Sánchez BenítezThe non-existence or non-application of strategies, methodologies, innovative techniques such as gamification, which offers a more attractive and dynamic way of approaching the mathematical topic about the equation of the line, a concept that is often abstract and difficult to understand for many students. The present study aims to analyze the effectiveness of gamification in the pedagogical process between educators and learners in relation to the understanding of the equation of the line in students of the tenth year of higher EGB. This analysis was carried out through a quantitative approach that included the administration of a knowledge test before and after applying gamification to 92 GBS tenth grade students. These students were divided into two groups of 46 students each, one experimental group (EG) worked on gamification activities and the other control group (CG) employed traditional techniques. The purpose of this division was to determine if there were significant differences in performance means between the two groups. The gamified proposal incorporates elements of games, challenges, rewards and competitions, taking into account the learners in a dynamic way, providing them with a sense of purpose and achievement. After the T-Student application, it was concluded that the proposal not only significantly increases the academic performance of the students, but also develops logical thinking and reasoning, and favors autonomous and collaborative work.17
