Jose Miguel Rodriguez-Ferrer

Jose Miguel Rodriguez-Ferrer
  • Psychology
  • University of Burgos

About

70
Publications
13,135
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358
Citations
Current institution
University of Burgos

Publications

Publications (70)
Chapter
Autism Spectrum Disorder (ASD) is a neurodevelopmental disorder characterized by significant challenges in social interaction, communication and cognitive flexibility. This chapter explores how Game-Based Learning (GBL) methodology can enhance the communication and socialization skills of children with ASD within a regular classroom setting alongsi...
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The rapid evolution of technology in education highlights the need for methodologies that enhance student engagement and skill development. This study examines students’ perceptions of designing educational escape rooms using ICT tools and generative AI (GenAI) as a learning methodology. A total of 47 students participated in creating digital escap...
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This study explores Universal Design for Learning (UDL) and Game-Based Learning (GBL) to promote the inclusion of secondary school students with intellectual disabilities. Through qualitative methods, including participant observation and post-workshop interviews, the impact of these methodologies was assessed on 31 students, including 5 with intel...
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Los estudiantes con necesidades específicas de apoyo educativo, concretamente los estudiantes en situación de incorporación tardía al sistema educativo tienden a tener una baja motivación y desarrollan bajas expectativas respecto a sus capacidades. Este estudio propone la utilización de juegos de mesa mediante un programa de intervención para desar...
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This mixed-methods case study explores the impact of board games on enhancing classroom climate and emotional intelligence among Moroccan students learning Spanish as a foreign language. The research employed a sample of 86 students. The experimental group implemented board games as an educational intervention over six sessions. The mixed-methods d...
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Game-based learning (GBL) has demonstrated its effectiveness in education by addressing challenges such as apathy, motivation, and active student engagement. In this article, the narrative video game “A Normal Lost Phone” has been employed to raise awareness among university students about transgender and gender diverse (TGD) individuals. The proje...
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Game Based Learning (GBL) has demonstrated its efficacy in education by addressing issues such as student boredom, motivation, and active learning. This article specifically focuses on the implementation of a cooperative training workshop to assess university students’ satisfaction, motivation, and attitudes towards transgender and gender diverse (...
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Background: Gamification and game-based learning can provide motivating learning opportunities. The scientific literature suggests that these play strategies could be supportive tools for the learning of students with diagnosed dyslexia. Aims: This study compares the effectiveness of an educational gamification and game-based learning (GBL) methodo...
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This article examines the implementation of a cooperative training workshop for Spanish undergraduate social educators. The workshop aimed to explore the integration of escape rooms and breakouts in teaching, specifically addressing cyberbullying as a curricular topic. A total of 40 students participated in designing and qualitatively evaluating th...
Chapter
This pilot study aimed to investigate the effectiveness of game-based learning in teaching executive functions (EF) to preservice teachers. Various games were employed as training tools to improve EF skills, and students' satisfaction and perceptions of the training were evaluated. The results revealed a highly positive response to the utilized met...
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The ubiquity of new portable devices with internet access and recent events such as the global pandemic caused by COVID-19 and the Russian invasion of Ukraine has highlighted the importance of media and information literacy. In parallel, developing tools based on artificial intelligence will allow the developing of sophisticated disinformative cont...
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Purpose The purpose of this study is to analyze the effects of a game-based learning (GBL) program on the classroom climate and engagement of high schools in socially deprived communities in Spain. Methods The study included 277 students from two secondary schools located in Southern Spain, situated in Zones in Need of Social Transformation. Sampl...
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Playful learning is an educational method in which students experience fun and curiosity in an active context that is meaningful to them. Game-based learning, serious games, and gamification can be highlighted here. The purpose of this study is to conduct a systematic review of studies that have used gamified resources as a game-based strategy for...
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El Trastorno Mental Grave lleva consigo un una serie de creencias y estereotipos limitadores, estos están presenten tanto en la sociedad como en las propias personas que padecen el trastorno. Los pensamientos, sentimientos y actitudes discriminantes dificultan todas las áreas de desarrollo (personal, laborar y social) e impedien que puedan realizar...
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La investigación, la innovación y la creatividad son factores fundamentales para el crecimiento y el desarrollo económico, siendo la contribución de los sistemas educativos un factor clave en este desarrollo. En los ciclos formativos de Servicios Socioculturales y a la Comunidad, esta preparación incluye proporcionar a los estudiantes un sólido con...
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Los estudiantes pertenecientes a zonas de necesidad de transformación social tienden a tener una menor motivación académica y desarrollan bajas expectativas respecto a sus capacidades. Esta investigación expone el uso didáctico de los juegos de mesa a través de un programa que trabaja los procesos léxicos, semánticos y sintácticos. Se realizó un di...
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This study evaluates the impact of game-based learning (GBL) and Service-Learning on the flow and engagement of teacher education students. A quasi-experimental between-group comparison design with pre-test and post-test measures was conducted with a sample of 113 students majoring in childhood education. The results indicate that the experimental...
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The use of educational games or some aspects of games in the educational context is known as game-based learning (GBL) or educational gamification. The objectives of this study are to assess the existing evidence about how GBL and gamification have affected the variables studied in each investigation over the past ten years; to analyse the educatio...
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Las Tecnologías de la Información y la Comunicación – en adelante TIC- brindan a las personas importantes oportunidades sociales, laborales, económicas y educativas (Lwoga y Chigona, 2019; Mivehchi, 2019; Sangrà et al., 2019; Summerset et al.,2020). En este sentido, son varios los estudios que refuerzan el empoderamiento de las mujeres a través de...
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Entre los diferentes ámbitos de actuación en los que la educación social tiene cabida, se encuentra la animación sociocultural, la cual se caracteriza por atender las necesidades socioculturales y de desarrollo comunitario, favoreciendo la prevención y/o actuación de problemáticas sociales que atañen a dicha comunidad. Entre estas problemáticas se...
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Negative attitudes and prejudices towards people with a mental disorder are common across cultures and societies. The stigma associated with mental illness leads to a lower quality of life, given the discrimination and social exclusion suffered by people with this type of disorder. In the field of health, research has shown that doctors and nurses...
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Secondary education needs to find learning strategies that favor student engagement, particularly in socially deprived communities. The objective of this study is to analyze the influence of gamification on educational flow and academic performance. A quasi-experimental pre-test/post-test study has been carried out with 207 secondary school student...
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This study assesses the effects of an educational gamification program on motivation, engagement, and flow for high school students from socially disadvantaged communities. A quantitative comparison was carried out with pretest−post-test measurements with intervention and control groups. A total of 216 students from two high schools in socially dep...
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The study of bullying implies analyzing the emotional competences of students, and it has been demonstrated that this phenomenon is due to the poor management of emotions. This study explores whether high scores in Emotional Intelligence (EI) are positively related to academic performance and negatively to bullying. The sample composition focused o...
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Background People with severe mental illness (SMI) face discriminatory situations because of prejudice toward them, even among health care personnel. Escape rooms can be a novel educational strategy for learning about and empathizing with SMI, thus reducing stigma among health care students. Objective This study aimed to examine the effect of the W...
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Background Currently, there are still prejudices and negative beliefs towards people with severe mental disorder. The stigma of healthcare professionals can affect both recovery time and patients’ own self-stigma. In universities, it is necessary to reduce these prejudices through training on mental health. Purpose The purpose of this research has...
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INTRODUCCIÓN: El estigma hacia las personas con trastornos mentales representa un grave problema de salud pública, con consecuencias directas en la población afectada y sus familias, impactando negativamente en la búsqueda de ayuda y en el proceso de recuperación. Con el fin de contrarrestarlo, se han desarrollado diversas intervenciones que incluy...
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BACKGROUND Serious Mental Disorder is still associated with limiting stereotypes both for the person who suffers from the disorder and in society. OBJECTIVE The main objective of the present study is to test the usefulness of an online escape room to raise awareness about the stigma towards people with serious mental disorder in university nursing...
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The pandemic caused by SARS-CoV-2 has caused great social changes, some of them not yet described. This article tries to give an answer to how it has impacted Spanish adolescents in the field of domestic activity and how they use their free time and if there are differences between the normal population and people who have been involved in non-form...
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Resumen El presente estudio tiene como finalidad evaluar la eficacia de un programa de gamificación educativa en los procesos lectores de alumnado de secundaria. Se realiza un diseño cuasiexperimental de comparación entre grupos con medidas pretest y postest con una muestra de 271 estudiantes (M = 14.42, DT = 0.72). Se emplea la batería de evaluaci...
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This study presents a quasi-experimental longitudinal mixed-methods research about the participation in leisure activities, physical activity, and games, as part of the family leisure programme ("Lunae Magic School") for Spanish families with children under 12 years old during COVID-19 lockdown. The impact on parents and their perception of the psy...
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The present study aims to evaluate the effectiveness of an educational gamification program in the reading processes of secondary school students. A quasi-experimental design of comparison between groups with pretest and posttest measurements was carried out with a sample of 271 students (M = 14.42, SD = 0.72). The evaluation battery of the PROLEC-...
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Confinement due to the COVID-19 pandemic has hastened an educational shift from face-to-face to online classrooms. This distanced education seeks to achieve learning goals mediated by technology as they would be achieved in the face-to-face classroom, without ignoring the psychological and social impact that COVID-19 has had on students and teacher...
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Introduction The purpose of the study was to test the factorial validity of Classroom Engagement Inventory of Wang, Bergin and Bergin with Spanish high school students. Methods In this study, 546 students participated (mean = 13.27, standard deviation = 0.629), from several high schools in Andalusia. To analyze the psychometric properties of the s...
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Escape rooms and breakout are learning strategies that can facilitate motivation of learning through challenges. In these strategies, students must work as a team and use their reasoning, knowledge, and skills to solve puzzles and challenges related to the content of the curriculum, allowing them to solve the game in a limited time. The aim of this...

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