This review examines the current literature focused on nomophobia (objectives, methodological design, main variables, sample details, and measurement methods) in the Scopus and Web of Science databases. To this end, we conducted a systematic literature review in accordance with the Preferred Reporting Items for Systematic Reviews (PRISMA) guidelines. The initial sample consisted of 142 articles, of which 42 met the inclusion criteria and were analyzed in detail. The findings show that the current research is in an exploratory phase, with a greater predominance of descriptive, nonexperimental, and cross-sectional studies that explore the prevalence of nomophobia mainly in adolescents and university students. The most widely used measurement instrument is the Nomophobia Questionnaire (NMP-Q) proposed by Yildrim and Correia. In addition, the research suggests that nomophobia negatively affects personality, self-esteem, anxiety, stress, academic performance, and other physical and mental health problems. We are therefore faced with a health problem, which negatively affects a person, causing psychological problems and physical and behavioral changes.
The effectiveness of flipped learning depends largely on student typology. This study analyzes the applicability of this approach, according to the characteristics inherent to students based on their educational stage. The objective of the research is to verify the effectiveness of flipped learning compared to a traditional methodology during the stages of preschool, primary, and secondary education. For this study, a descriptive and correlational experimental research design was followed, based on a quantitative methodology. Two types of analysis groups (control and experimental) were established in each of the mentioned educational stages. As a data collection instrument, a validated ad hoc questionnaire was applied to a sample of 168 students from the Autonomous City of Ceuta (Spain). The results show that the applicability of flipped learning is more positive in primary and secondary education when compared to a traditional teaching method. However, the results found in preschool education reflect the difficulties in adapting the model to the needs of the students of that stage, due to the difficulties in the autonomous management of digital teaching platforms and the requirement of a minimum level of abstraction to apply this approach.
Currently, the e-learning method, due to the period of confinement that is occurring due to COVID-19, has increased its use and application in the teaching and learning processes. The main objective of this research is to identify the effectiveness of the e-learning method in the teaching of mathematics with adults who are in high school, in contrast to the traditional expository method. The study developed is quantitative, descriptive and correlational. The research design is quasi-experimental, with a control group and an experimental group. The results show that the use of the e-learning method has a positive influence on motivation, autonomy, participation, mathematical concepts, results and grades. It can be concluded that the e-learning method leads to improvement in adult students who are studying the mathematical subject in the educational stage of high school, provided that it is compared with the expository method. Therefore, this method is considered effective for its implementation in adults.
Water literacy has become a fundamental aspect in today’s society, as its conservation, preservation and management is key to ensuring human survival. The purpose of this paper was to analyze the effectiveness of flipped learning methodology on a traditional training practice in water literacy at the first level of secondary education. The flipped learning method consisted in providing the contents to the students before the class sessions, encouraging an active learning. A descriptive study was adopted with two experimental groups, two control groups and only post-test. An ad hoc questionnaire was used as an instrument to measure the parameters: Socio-educational, Motivation, Interactions, Autonomy, Collaboration; Deepening of contents; Problem solving, Class time and Ratings. The final sample was composed of 120 students, divided into four groups of 30 students each. The application of the treatment in the experimental groups lasted 10 sessions of 55 min. The results indicate that the use of time in class, the autonomy and the deepening of the contents were the aspects that improved most with the flipped learning approach. However, no significant differences in ratings were found. Finally, the main findings and their implications for water literacy are discussed.
Background Emerging methodologies that apply and integrate science, technology, engineering, art, and math (STEAM) in education have appeared in recent years as a pedagogical alternative providing more holistic and attractive education. Method The research methodology used in this work is of a bibliometric nature. Specifically, an academic performance analysis and a co-word analysis has been carried out. The term STEAM was analyzed in the Web of Science (WoS) database. The WoS programs Analyze Results, Creation Citation Report, and SciMAT were used. A total of 1116 manuscripts were analyzed. Results The results show that studies in the field education of STEAM began in 2006 and have continued uninterruptedly up to the present day, although interest generated in the scientific community has been irregular. Conclusions It can be concluded that STEAM studies have not had an established and robust line of research over time, although it can be observed that the trends in this aspect are focused on the scientific branch of education. In addition, the topics of study on STEAM include points related to gender differences, the influence of STEAM on people of different races, the skills developed by students, and training teachers to implement teaching and learning processes with STEAM.
Information and communication technologies (ICTs) have led to the emergence of a variety of active and innovative teaching methods. This is the case in role-playing, which consists of simulating a real-life situation, in this case the school context, in which the student takes on a certain role and interacts with other students in a fictitious situation. Framed in this way, the present study aims to show if the application of the role-playing method promotes the improvement of attitude variables and practical skills. To this end, we advocated the use of a quasi-experimental methodology, with a control and experimental group and the application of a post-test. The sample is composed of 138 students from the Master of Teachers of Compulsory Secondary Education in Ceuta (Spain). The results showed that the students positively valued the application of the method, obtaining better scores in the set of variables studied, especially in motivation, creativity and collaboration. Therefore, it continues to be observed that the application of innovative methodologies through technology promotes the increase of multiple skills in the student body. This study aimed to prove that the use of active methods provides an increase in students’ skills, and that, therefore, we must bet on the use of sustainable pedagogies in order to promote a real innovation in the classrooms.
Augmented reality is an emerging technology that has gained great relevance thanks to the benefits of its use in learning spaces. The present study focuses on determining the performance and scientific production of augmented reality in higher education (ARHE). A bibliometric methodology for scientific mapping has been used, based on processes of estimation, quantification, analytical tracking, and evaluation of scientific research, taking as its reference the analysis protocols included in the Preferred Reporting Items for Systematic reviews and Meta-analyses for Protocols (PRISMA-P) matrix. A total of 552 scientific publications on the Web of Science (WoS) have been analyzed. Our results show that scientific productions on ARHE are not abundant, tracing its beginnings to the year 1997, with its most productive period beginning in 2015. The most abundant studies are communications and articles (generally in English), with a wide thematic variety in which the bibliometric indicators "virtual environments" and "higher education" stand out. The main sources of origin are International Technology, Education and Development Conference (INTED) Proceedings and Education and New Learning Technologies (EDULEARN) Proceedings, although Spanish institutions are the most prolific. In conclusion, studies related to ARHE in the WoS have become increasingly abundant since ARHE's research inception in 1997 (and especially since 2009), dealing with a wide thematic variety focused on "virtual environments" and "higher education"; abundant manuscripts are written in English (communications and articles) and originate from Spanish institutions. The main limitation of the study is that the results only reveal the status of this issue in the WoS database. Appl. Sci. 2019, 9, 5306 2 of 17 the professional practice of teachers and is visible in the need to carry out innovative practices [7] according to the requirements of an education immersed in this digitalized era [8].In this sense, the digital competency of teachers has become especially relevant in their daily tasks [9]; indeed, teachers are at the forefront of the education of new generations of students who are highly familiar with technology [10]. Despite this, current students still have certain training lacunae in related professional competences [11]. Therefore, it is required that teachers integrate of knowledge and skills linked to technopedagogy-that is, a new methodological paradigm in which the materials and resources used in the teaching and learning processes are mostly technological and digital. This will improve quality indicators and reproduce innovative learning experiences in the hands of educational technology [12].One of the technologies with great promise in the field of education is augmented reality (AR) [13,14], which allowing for unique instructional activities to facilitate learning [15]. Experts define this technology as an innovation that "allows the combination of digital information and physical information in real time through different technologi...
The rapid advancements in the technological field, especially in the field of education, have led to the incorporation of remote sensing in learning spaces. This innovation requires active and effective teaching methods, among which is flipped learning. The objective of this research was to analyze the effectiveness of flipped learning on the traditional-expository methodology in the second year of high school. The research is part of a quantitative methodology based on a quasi-experimental design of descriptive and correlational type. Data collection was carried out through an ad hoc questionnaire applied in a sample of 59 students. The Student’s t-test was applied for independent samples, differentiating the means given between the experimental group and the control group. The results show that there was a better assessment of the teaching method through flipped learning than the traditional teaching method in all the variables analyzed, except in the academic results, where the difference was minimal. It is concluded that flipped learning provides improvements in instructional processes in high school students who have used remote sensing in training practices. Therefore, the combination of flipped learning and remote sensing is considered effective for the work of contents related to environmental sciences in said educational level.
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