Persona: Vázquez Cano, Esteban
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Vázquez Cano
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Publicación El uso académico del ordenador portátil y del smartphone en estudiantes universitarios españoles e iberoamericanos(Universidad de Salamanca. EUSAL Revistas, 2019-04-08) Sevillano García, María Luisa; Sáez López, José Manuel; Vázquez Cano, EstebanEl presente estudio analiza la utilización del ordenador portátil y el smartphone por parte de estudiantes universitarios, identificando sus beneficios y aplicaciones académicas. La muestra es no probabilística compuesta por 469 sujetos en 10 universidades, 5 de España y 5 de países iberoamericanos. Se ha empleado una metodología a partir del análisis descriptivo y factorial. Se concluye que existe una mayor presencia del ordenador portátil en el estudio y tareas académicas, mientras que el smartphone está más presente en la comunicación y el entretenimiento. El ordenador portátil tiene más presencia en las funciones instructiva, informativa, colaboradora e ilustrativa, y en actividades de aprendizaje. El smartphone obtiene mejores resultados en lo relativo a las funciones de entretenimiento y comunicación. En cualquier caso, son claros los beneficios y satisfacción en el uso de ambos dispositivos. Esta realidad obliga e impulsa a los docentes hacia una nueva metodología docente, incluyendo la preparación de recursos para ser aprovechados en línea.Publicación Influence of Age, Gender and Years of Experience on Teachers in Promoting Strategies for Digital Sustainability and Data Protection(Springer Nature, 2023-07-15) Vázquez Cano, Esteban; Sáez López, José Manuel; Grimaldo Santamaría, Rolando Óscar; Quicios García, Mª Del PilarThe aim of this research was to know how widespread the activities were, and to what extent they were being implemented, in relation to data protection and digital sustainability in Primary Education schools. This study also analyzed whether teachers’ age, gender and years of experience in the profession influenced the development of this type of practices among students. To this end, the GAUBIPRO (4150516/6) questionnaire, registered at the Spanish Patent and Trademark Office, was sent out to 308 Spanish teachers in Primary Education in Spain. The investigation was conducted by applying three multivariate statistical procedures: chi-squared with Kendall’s Tau-c coefficient, variance analysis using a single-factor ANOVA, and the HJ-Plot method, to find patterns of group behavior among the variables studied. The results showed that age, gender and years of experience were significant variables in the development of strategies for data protection and digital sustainability in Primary Education. For years of experience, the results showed that teachers with the highest mean number of years in the teaching profession were the least likely to apply data protection protocols. Male teachers were found to promote more general data protection strategies, while female teachers were more active in the design and use of activities in the classroom. In terms of age, the results clearly demonstrated that the higher the mean age of the teachers, the lower the rate of application of actions to promote data protection and digital security among young students, in three variables in particular: “foster strategies”, “advise students” and “inform families”.Publicación An evaluation of university students' latent and self-perceived digital competence in the use of mobile devices(Wiley, 2020) Sevillano García, María Luisa; Leví Orta, Genoveva del Carmen; Vázquez Cano, EstebanThis article presents an experimental study of the assessment made by university students of their level of digital competence in the use of mobile devices such as smartphones, laptops and tablets. The study was part of an investigation into ubiquitous learning with mobile devices and is based on the analysis of responses from a sample of 203 university students at eleven European and Latin American universities. Participants were asked questions about their performance on a set of digital activities that tested various components of digital competence. The analysis methodology was based on Item Response Theory (IRT). The survey data was analysed by applying a statistical model to represent the probability of obtaining an affirmative answer to each activity proposed. This enabled us to identify the difficulty and discrimination parameters of each activity. As an outcome of the study, measures on latent digital competence in individual participants were articulated. The results allowed us to describe how a number of devices and activities interacted. Understanding these types of interactions is necessary for a continued development of the evaluation of digital competence in students.Publicación Visual programming languages integrated across the curriculum in elementary school: A two year case study using “Scratch” in five schools(Elsevier, 2016-03-05) Sáez López, José Manuel; Román González, Marcos; Vázquez Cano, EstebanSeveral authors and studies highlight the benefits of the integration of Computer Science into K-12 education. Applications such as Scratch have been demonstrated to be effective in educational environments. The aim of this study is to assess the use of a Visual Pro- gramming Language using Scratch in classroom practice, analyzing the outcomes and at- titudes of 107 primary school students from 5th to 6th grade in five different schools in Spain. The intervention takes place in two academic years analyzing the practice of inte- grating coding and visual blocks programming in sciences and arts. The “Computational concepts and computational practices” dimension details a quasi-experimental approach, which showed significant improvement regarding learning programming concepts, logic, and computational practices with an active approach. The “Learning processes and coding in primary education” dimension analyzes the practice of the experimental group through questionnaires and structured observation. In this pedagogical design, students interact and create their own content related to curricular areas with several advantages, such as motivation, fun, commitment, and enthusiasm, showing improvements related to computational thinking and computational practices. Understanding of computational concepts through an active approach, Project Based Learning, usefulness, motivation, and commitment underline the importance and effectiveness of implementing a Visual Pro- gramming Language from active methodologies in primary education. Due to the afore- mentioned benefits and positive results obtained in this research, it is recommended to implement a Visual Programming Language in educational settings in 5th and 6th grade in primary education through a cross-curricular implementation.Publicación Análisis de factores de sostenibilidad digital en la adopción de app educativas en Educación Primaria(Edutec. Asociación para el Desarrollo de la Tecnología Educativa, 2023-03) Vázquez Cano, Esteban; Quero Gervilla, María Mercedes; Díez-Arcón, Paz; Pascual Moscoso, Carolina; Díez-Arcón, Paz; https://orcid.org/0000-0002-4095-7881; https://orcid.org/0000-0003-1850-4170This article presents a study to measure the importance for teachers of the digital sustainability factors that facilitate or inhibit adoption of learning apps as a support to the teaching-learning process in primary education. A structural equations model methodology was used to conduct the importance-performance analysis (IPA). IPA aims to identify the value alloted by users in terms of the importance and performance of a series of quality criteria to obtain an indirect measure of the elements of digital sustainability that encourage or discourage the adoption of educational apps. The sample was formed by 212 teachers with experience using apps in teaching-learning process. The results indicated four areas of digital sustainability to be improved in order to guarantee good educational and sustainable use of apps inside and outside the classroom: safe and transparent use of data and algorithms, the apps compliance with the functional diversity of all students, the promotion of safe collaborative environments and the need for awareness regarding energy efficiency.Publicación The psycho-social impact of video games on K12 Spanish students(Springer Nature, 2024-08-26) Vázquez Cano, Esteban; Quero Gervilla, María Mercedes; Quicios García, Mª Del Pilar; López Meneses, EloyThis research aims to study the psycho-social impact of video games on K12 students. For this, a probabilistic topic modelling analysis method based on text mining approach has been performed. This process is based on nodes’ connectivity and it has been developed through K Means approach; by launching the Jenks-Breaks algorithm. The sex differences are calculated according to a nonlinear dynamics approach based on Hurst exponent and multifractal function and the influence of time with the application of the Sobel test. The results show which are the most used video games by K12 and their psycho-social impact on students based on four categories: (1) boredom and sadness, (2) happiness and socialization, (3) immersion, and (4) families' conflicts. There are significant differences between boys and girls depending on the games they use, a factor that increases when playing more than two hours a day. For boys, games like FIFA and Fortnite produce higher levels of immersion and family conflict, while for girls, games are perceived as sources of greater happiness and a means to reinforce friendship and camaraderie, particularly with games like Brawl Stars, Rocket League, and PKXD.Publicación The effect of programming on primary school students’ mathematical and scientific understanding: educational use of mBot(Springer, 2019-01-24) Sáez López, José Manuel; Sevillano García, María Luisa; Vázquez Cano, EstebanThis study highlights the importance of an educational design that includes robotics and programming through a visual programming language as a means to enable students to improve substantially their understanding of the elements of logic and mathematics. Gaining an understanding of computational concepts as well as a high degree of student participation and commitment emphasize the effectiveness of introducing robotics and visual programming based on active methodologies in primary education. Implementation of this design provides sixth-grade elementary education students with activities that integrate programming and robotics in sciences and mathematics; these practices allow students to understand coding, motion, engines, sequences and conditionals. A quasi-experimental design, descriptive analysis and participant observation were applied across various dimensions to 93 sixth-grade students in four primary education schools. Programming and robotics were integrated in one didactic unit of mathematics and another in sciences. Statistically significant improvements were achieved in the understanding of mathematical concepts and in the acquisition of computational concepts, based on an active pedagogical practice that instills motivation, enthusiasm, commitment, fun and interest in the content studied.Publicación Analysis of PLEs' Implementation under OER Design as a Productive Teaching-Learning Strategy in Higher Education. A Case Study at Universidad Nacional de Educación a Distancia(Universidad de Barcelona, 2016-06) Vázquez Cano, Esteban; Martín Monje, Elena María; Castrillo de Larreta-Azelain, María DoloresThis paper shows some research which analysed the didactic functionality of Personal Learning Environments (PLEs) and Open Educational Resources (OERs). They were created by students from the Master’s Degree in Information and Communication Technologies applied to language teaching and processing, at Universidad Nacional de Educación a Distancia (UNED, Spain). A thorough analysis has been carried out based on a virtual ethnography methodological framework, with a twofold qualitative dimension: on the one hand, by using the Atlas-Ti program and on the other hand by following a reticular, category-based social network analysis with UCINET and yED Graph Editor. Results show that the joint use of PLEs and OERs designed by students improves their digital competence, mainly in capabilities such as: accessing and searching for online information; articulating information needs; finding relevant information; selecting resources effectively; navigating between online sources; and creating personal information strategies. Furthermore, the scrutiny of the forums using the reticular social network analysis shows how the main benefits of the implementation of PLEs and OERs are: a student-centric approach, the development of personal knowledge management strategies and the formation of a self-regulated learning model.Publicación Latent factors on the design and adoption of gamified apps in primary education(Springer, 2023-04-25) Vázquez Cano, Esteban; Fombona, Javier; Rodríguez Arce, Jorge; Quicios García, Mª Del PilarThe main objective of this research is to determine the perception of teachers about the elements that increases the educational effectiveness of gamified apps in primary education. A methodology based on an importance-performance analysis was daeveloped, using a structural equations model to calcuate the degree of importance of each variable. The sample was formed of 212 Spanish teachers with experience using educational apps in the teaching–learning process. Six categories were identified as precursors of educational effectiveness: (1) curriculum connection, (2) feedback and operational experience, (3) assessment and learning analytics, (4) sustainability (Protection Personal data), (5) equal access and (6) flow. These six categories enhance the three traditional areas of gamification intervention: cognitive, emotional and social. In this sense, the design and adoption of an educational gamified app should: (1) establish a clear link between the game and curricular content and competence development; (2) promote self-regulated learning through individual and collaborative activities; (3) offer adapted learning by integrating differentiated personalized learning pathways; (4) integrate learning analytics that can be consulted by teacher, student and family; (5) comply with data protection regulation and promote a safe, sustainable and ethical use of the information generated; (6) take into account different levels of functional diversity. When the gamified app design incorporates these attributes, primary education teachers perceive that such resources can be integrated effectively into the teaching–learning processes.Publicación Guía práctica para el diseño y tutorización de MOOC(UNED Universidad Nacional de Educación a Distancia (España), 2018-01) Castrillo de Larreta-Azelain, María Dolores; Martín Monje, Elena María; Vázquez Cano, EstebanDesde la irrupción de los cursos MOOC, han surgido una gran variedad de diseños y desarrollo de los mismos para adaptarse a la diferente tipología de destinatarios o situaciones de enseñanza-aprendizaje.