Natalia Lara Nieto-Márquez

Natalia Lara Nieto-Márquez
Camilo José Cela University | UCJC

Doctor of Education
Research on the usage of ICT, Artificial Intelligence for learning, self-regulated learning and user experience.

About

19
Publications
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Introduction
Natalia Lara currently works as professor at Camilo José Cela University. In recent years she has worked in the development and management of research projects in the technological and social fields. Among them, stands out the Industrial PhD project (IND2017/SOC-7874) developed in the company Smile and Learn. Her research interests are self-regulated learning (SRL), GBL, metacognition, motivation, executive functions, UXR and digital platforms assessment.

Publications

Publications (19)
Chapter
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En el contexto de los avances tecnológicos, la Inteligencia Artificial Generativa (IAG) se ha convertido en un pilar transformador en la educación superior. Este capítulo examina cómo herramientas como ChatGPT, Copilot y otras han impactado la enseñanza, planteando tanto oportunidades como desafíos en la integración de estas tecnologías. Desde la p...
Chapter
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En un mundo en constante transformación tecnológica, la competencia digital docente se ha convertido en un eje fundamental para afrontar los retos de la educación contemporánea. Este capítulo analiza la intersección entre las competencias digitales y la implementación de la Inteligencia Artificial (IA) en el aula, destacando su impacto en el desarr...
Chapter
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El capítulo aborda la implementación de tecnologías de la información y comunicación (TIC) y el desarrollo de comunidades de aprendizaje online en la escuela rural (ER) española. Utilizando una revisión sistemática, se exploran estudios relevantes entre 2014 y 2024 que destacan las brechas digitales y los desafíos específicos del contexto rural. Lo...
Article
Full-text available
The prevalence of bullying and eating disorders among adolescents is alarmingly high. In response to these issues, a mobile application called "Searching Help" was designed to be incorporated into school environments. This study aims to understand parents' views on a school-integrated app designed to prevent bullying and eating disorders. Additiona...
Article
Full-text available
La percepción social de la ciencia es un concepto multifacético que ayuda a comprender las relaciones cambiantes entre el ecosistema del conocimiento y las opiniones y puntos de vista públicos/ciudadanos sobre él. La comunicación científica, aspecto clave de la misma, constituye un flujo de información desde profesionales de la ciencia, investigaci...
Chapter
Introducción: Los avances tecnológicos han permitido la creación de diversas herramientas y recursos digitales para el aprendizaje, tales como blogs, podcasts, wikis, páginas web, redes sociales y juegos (Erhel y Jamet, 2013; Weller, 2018; West, 2012). Estas plataformas permiten acceder a la información fácilmente, gestionarla de múltiples formas y...
Article
Full-text available
The education sector has been confronted with different challenges due to the situation caused by the pandemic, when families were asked to be confined at home as well as return when schools were opened. This lockdown situation presented both a challenge for the EdTech sector and for teachers and families. Consequently, this study analyzes the impo...
Article
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Diversas investigaciones destacan la importancia de la motiva-ción en el rendimiento cognitivo y también la importancia de la motivación en la metacognición. El objetivo de esta investigación es indagar en las va-riables motivacionales que influyen en el rendimiento de tareas cognitivas y en la metacognición. La investigación se ha realizado en un...
Article
Full-text available
The use of digital educational material in classrooms has increased in recent years, now constituting a major market for publishers and companies. The present research addresses a digital material assessment in two different areas. First, the study through an evaluation of internal data collected on the platform shows an analysis of the use and imp...
Conference Paper
Full-text available
Nowadays, developing competences in our students to face future learning and work is an educational necessity. This can be committed by training students for personalized, Self-Regulated Learning (SRL). In this sense, digital materials oriented through game mechanics, involving feedback and rewards associated with curricular contents, can help stud...
Poster
Full-text available
The use of serious games keeps growing as well as the number of companies that develop this kind of content. Because of the amount of created serious games, education experts needed to question how this material can help students to learn. In addition, it would be helpful to know in what way serious games are more useful to motivate students to lea...
Conference Paper
Full-text available
The use of serious games keeps growing as well as the number of companies that develop this kind of content. As there are lots of created serious games, it is important for education experts to know how these games can help students to learn. In addition, it would be helpful to know in what way serious games are more useful to motivate students to...
Article
Full-text available
Metacognition is a construct that is noteworthy for its relationship with the prediction and enhancement of student performance. It is of interest in education, as well as in the field of cognitive psychology, because it contributes to competencies, such as learning to learn and the understanding of information. This study conducted research at a s...
Poster
Full-text available
The Implementation of new technologies in schools is increasing, a fact that invites one to think through and ponder about the cognitive implications that the use of digital material could have on learners (Gros, 2007). This research is about exploring the effect of using a certain number of digital activities that involve training skills related t...
Conference Paper
Full-text available
El número de dispositivos electrónicos y material digital en las aulas ha ido en aumento en las últimas décadas (Cardenal y López, 2015; Hickmott et al., 2016). Esto ha supuesto que cada vez se encuentren más empresas que diseñan y desarrollan material educativo para las aulas. El diseño y desarrollo de material digital educativo es un área interdi...
Article
Full-text available
Smile and Learn is an intelligent platform with more than 4500 educational activities for children aged 3-12. The digital material developed covers all courses of primary education and most of the subjects with the different topic-related worlds with activities in the field of logics and mathematics, science, linguistics and tales, visual-spatial a...
Poster
Full-text available
Teaching and learning are changing and we need to adapt our materials through new ages. The digital material that are created have to adapt new pedagogical and technology changes. The tool Smile and Learn is a 360 adaptive, educational platform, for children aged 3 to 12 years. Designed by lead expert educators, its content reinforces multiple inte...
Poster
Full-text available
The use of digital materials for learning is increasing in the last years but, how these materials improve the students learning? In this research we explore the relation of how digital material, that include game elements, motivates our students and develop a cognitive performance. The use of game elements is also knowing as gamification. Previous...
Poster
Full-text available
Several researches emphasize the importance of motivation in learning as well as its relation to metacognitive development and cognitive performance. The objectives of this research are exploring the variables of goal motivation theory that influence the performance of cognitive tasks and the effect of goal motivation to metacognition. The sample o...

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