Javier Gil Quintana

Dr. Javier Gil Quintana

Nacional University of Distance Education Spain
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Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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24 March 2020 in Perfiles Educativos
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Javier Gil QuintanaJavier Gil Quintana
Javier Gil Quintana
EJElizabeth Prieto Jurado
Elizabeth Prieto Jurado
Se presenta un estudio cuya finalidad es descubrir la concepción que tienen profesores y alumnos sobre la gamificación y su relación con el desarrollo de procesos de aprendizaje. Se consideró una muestra intencional o de conveniencia de alumnos y profesores de cinco centros educativos de España, cuyos docentes incorporan experiencias de gamificación en sus aulas. Partiendo de un estudio multicaso basado en un método mixto se aplicaron cuestionarios y entrevistas estructuradas y semiestructuradas que permitieron recopilar datos cuantitativos y cualitativos, para después realizar el proceso de triangulación. Verificamos que los profesores y alumnos señalan múltiples ventajas de la gamificación, entre las que destaca el aumento de la participación y la interacción en el aula, la motivación hacia el aprendizaje y la diversión en las experiencias educativas. Con ello se involucran elementos didácticos, entre ellos, los contenidos y los estándares de aprendizaje asignados al correspondiente nivel curricular.

10 September 2020 in Sustainability
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Javier Gil QuintanaJavier Gil Quintana
Javier Gil Quintana
VMVIVIANA MALVASI
VIVIANA MALVASI
Barbara Castillo AbdulBarbara Castillo Abdul
Barbara Castillo Abdul
Luis M. Romero-RodríguezLuis M. Romero-Rodríguez
Luis M. Romero-Rodríguez
Youth is increasingly learning in non-conventional contexts, such as social networks or video platforms, courses, and tutorials. This research aims to diagnose the role of participatory culture, digital resources, social networks, and, specifically, YouTube, in learning processes and the acquisition of Science, Technology, Engineering, and Mathematics (STEM) skills, specifically in mathematics, also analyzing the role of youtubers and, in contrast, teachers, both learning leaders in the formation of these skills. In order to accomplish this, mixed methods (quantitative and qualitative) were used, based on a survey applied to 4845 Italian adolescents, as well as a content analysis of the videos and YouTube channel of the Italian educational influencer Elia Bombardelli, one of the most followed and best rated in this country. Also, an in-depth interview has been applied to 12 Italian secondary school teachers. Among the main findings, it is highlighted that all adolescents value YouTube videos as a key resource to improve their school performance, rating youtubers better than teachers. However, it is remarkable that in the processes of learning and acquisition of STEM competencies, they prefer to interact with teachers rather than with youtubers.

Javier Gil QuintanaJavier Gil Quintana
Javier Gil Quintana
Sonia Santoveña CasalSonia Santoveña Casal
Sonia Santoveña Casal
efren romeroefren romero
efren romero
(1) Background: Realfooders have positioned themselves in social networks such as Instagram by posting photographs of recipes, advises, habits and nutritional behaviours which are advertised as reliable nutritional patterns and by their self-promotion as highly trained people in the field of nutrition which sometimes jeopardises the health of digital citizenry. (2) Methods: In this article, we develop a quantitative study for analysing the influence of selected Realfooders on 2,866,980 followers on Instagram, taking into account channel variables (gender, location, interests and motivations), followers’ variables (engagement, interaction and consumption) and some variables related to the message of 54 posts about breakfast. (3) Results: Selected Realfooders concentrate their followers in Spain, mostly women between 18 and 24 and between 35 and 44 years old who link their interests on food to the cult of the body and recreational areas. On the other hand, the content generated by Realfooders has been increasing its impact using advertising and marketing techniques for awaking consumer’s interest. (4) Conclusions: Educational and social agents are facing the challenge of low health literacy in young population. Therefore, it is necessary to design and implement strategies for developing critical thinking that allow them to assess the content generated by Realfooders and identify which recommendations can be harmful or beneficial to their health.

25 September 2021 in Publications
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Journal Article
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Javier Gil QuintanaJavier Gil Quintana
Javier Gil Quintana
ELEmilio Vida de León
Emilio Vida de León
Influencers have positioned themselves as opinion leaders capable of influencing large social groups, extending their presence to areas such as education. Instagram is one of the most consolidated social networks focused on the image where citizens interested in educational areas can find information from specialized channels on this topic. The purpose of this study is to analyze, during the period of confinement by COVID-19, the use of Instagram by educational influencers to consolidate their channel in new audiences, influence through interaction with their followers and create their transmedia production. Using a mixed methodological approach, a descriptive analysis of a sample of 810,200 users and a content analysis of 13 profiles of educational influencers is applied. The results show educational influencers as true experts in the use of Instagram, managing visually pleasing and harmonious profiles for new audiences. These influencers reach a large number of users, mostly women between the ages of 25 and 45 with an interest in “motherhood” on the platform. Educational influencers use digital marketing codes in their social networks, with a communicative style adapted to this type of space that seeks to increase the interaction and participation of new audiences and, as a consequence, economic profitability. There is a high number of influencers whose objective is to share educational resources, using their accounts as showcases for their transmedia educational production and for the sale or promotion of their productions and creations.

22 January 2022 in Mathematics
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VMVIVIANA MALVASI
VIVIANA MALVASI
Javier Gil QuintanaJavier Gil Quintana
Javier Gil Quintana
Enrico BocciolesiEnrico Bocciolesi
Enrico Bocciolesi
Our research was born with the objective of evaluating the level of gamification of high schools in Italy, specifically for mathematics, and the use of the serious game of chess as a resource for learning this discipline. The methodology is a mixed design, based on the combination of quantitative and qualitative techniques. Regarding the quantitative design, the instrument used was a questionnaire filled out by 4845 adolescents living in Italy. The qualitative methodology has focused on the analysis of the discourse of 12 in-depth interviews with mathematics teachers from high schools. Among the main results, we found that teachers, although unconsciously, apply gamification in classrooms (without having had any training about it) and, despite recognizing the mathematical benefits of chess, they do not use this game as a serious game. Our study confirms that gamification deserves more because of the benefits it brings, especially for a subject that scares students and demands greater motivation.

4 June 2020 in Social Sciences
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Javier Gil QuintanaJavier Gil Quintana
Javier Gil Quintana
SOSara Osuna-Acedo
Sara Osuna-Acedo
Transmedia literacy is the evolution from traditional media literacy to informal learning and participatory cultures. It analyzes the media literacy processes of young people through communities of practice in participatory contexts and through the use of digital discourses that enable the creation of transmedia universes. The present study is approached from a mixed research method, whose main objective is the analysis of adolescents’ digital habits through several data-collecting tools: A survey, participative workshops, in-depth interviews, a media diary, and online observation. From that background information, the study subject has focused on Spain, and it is framed within the “Transliteracy: Transmedia skills and informal learning strategies” project, funded by Spain’s ministry of Economy, Industry, and Competitivity. The studio is based on a sample of 237 adolescents, from 12 to 14 years old, all intensive users of digital technologies. Interesting results were obtained concerning different transmedia practices that are frequent in adolescents and the informal learning collaborative strategies they currently use. This research work concludes that the use of the Internet, although occasionally lacking adequate safety measures, increases self-sufficiency in adolescents’ informal learning. They take control of their own learning, thus enhancing self-motivation and increasing the acquisition of transmedia competences.