María Dolores Hidalgo-Ariza

María Dolores Hidalgo-Ariza

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Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

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

Representative Publications

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13 July 2021 in Applied Sciences
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KSKonstantina Sdravopoulou
Konstantina Sdravopoulou
Juan Manuel Muñoz GonzálezJuan Manuel Muñoz González
Juan Manuel Muñoz González
MHMaría Dolores Hidalgo-Ariza
María Dolores Hidalgo-Ariza
In mobile augmented reality (MAR) games, learning by doing is important to supplement the theoretical knowledge with practical exercise in order to maximize the learning outcome. However, in many fields, the users are not able to apply their knowledge in practical ways, despite having achieved a good understanding of the theoretical fundamentals and this is even more important to adult learners. The aim of this research is to examine young, middle-aged and elderly adults’ opinions about the location-based MAR game Ingress, by applying John Keller’s “ARCS learning motivation model” (Attention, Relevance, Confidence and Satisfaction). The users’ responses to closed questions related to Ingress were collected from 45 adult players aged 20–60 from Greece and were subsequently analyzed by means of pre- and post-quantitative measures of the four ARCS factors. The results show that: (a) game training improves all the factors of ARCS, primarily attention and satisfaction; (b) the responses of young people (20–35) agree more with those of elderly adults (>52) than with those of the intermediate age group of 36–51. Our findings, therefore, highlight the potential and the applicability of the ARCS model in MAR games.

18 March 2024 in Revista de Investigación Educativa
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María Helena Romero EsquinasMaría Helena Romero Esquinas
María Helena Romero Esquinas
MHMaría Dolores Hidalgo-Ariza
María Dolores Hidalgo-Ariza
Juan Manuel Muñoz GonzálezJuan Manuel Muñoz González
Juan Manuel Muñoz González
CCCristian Ariza Carrasco
Cristian Ariza Carrasco
This paper is based on an educational experience carried out in a faculty of education in Andalusia, in which, through some class dynamics, students worked with virtual reality and, specifically, with Pil Books as a digital tool. The methodology used in this research is quantitative and the instrument used is a questionnaire, developed ad hoc, with the aim of knowing what perception future teachers have of the use of Pil Books as well as its potential at the curricular level and for the development of skills and executive functions. This paper presents a descriptive analysis of the dimensions and items that make up the questionnaire, different analyses of variance (ANOVA), and multiple linear regressions to find out if any of the variables in this study predicts another. The results show that students make a positive assessment of the digital tool and that it has positive implications at the curricular level and in the development of students’ attention and decision-making abilities. In addition, we conclude that the students' perception of the tool is predicted by the applications it has for the class curriculum and by the way in which it allows the development of the students' executive functions and skills. Este trabajo está basado en una experiencia educativa realizada en una facultad de educación de Andalucía, en la que, a través de una dinámica, los y las estudiantes trabajaron con realidad virtual y, en concreto, con Pil Books como herramienta digital. La metodología utilizada en esta investigación es de corte cuantitativo y el instrumento que se utiliza es un cuestionario, elaborado ad hoc, con el objetivo de conocer la percepción que tienen los futuros docentes acerca del uso de Pil Books así como sus potencialidades a nivel curricular y desarrollo de habilidades y funciones ejecutiva a través de esta herramienta. A lo largo de este trabajo se exponen un análisis descriptivo de las dimensiones y de los ítems que conforman el cuestionario; distintos análisis de varianza (ANOVA); así como regresiones lineales múltiples para conocer si alguna variable del estudio es predictora de otra. Los resultados muestran que el estudiantado hace una valoración positiva de la herramienta digital y que, tiene implicaciones positivas a nivel curricular y en el desarrollo de la atención y en la capacidad de toma de decisiones. Además, se concluye que la percepción del estudiantado sobre la herramienta es predicha por las aplicaciones que tiene a nivel curricular y por la forma en que permite desarrollar las funciones ejecutivas y habilidades de los y las estudiantes.

27 February 2020 in Estudios sobre Educación
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Juan Manuel Muñoz GonzálezJuan Manuel Muñoz González
Juan Manuel Muñoz González
VMVerónica Marín-Díaz
Verónica Marín-Díaz
MHMaría Dolores Hidalgo-Ariza
María Dolores Hidalgo-Ariza
The purpose of this paper is to validate a scale about mind map learning as a study technique. The questionnaire was administered to a sample of 206 and 409 students from Master of Inclusive Education and Childhood and Primary Education Degrees, respectively, at the University of Córdoba (Spain). The data were subjected to factorial analysis through exploratory and confirmatory factorial analyses. The results reveal an instrument with correct validity and reliability that demonstrates that the model is stable and consistent with the starting theoretical assumptions.

27 August 2021 in Mathematics
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KSKonstantina Sdravopoulou
Konstantina Sdravopoulou
Juan Manuel Muñoz GonzálezJuan Manuel Muñoz González
Juan Manuel Muñoz González
MHMaría Dolores Hidalgo-Ariza
María Dolores Hidalgo-Ariza
With the exception of Pokémon Go, relatively little is known about other Mobile Augmented Reality (MAR) games, and the attitudes of middle-aged and elderly adults towards them are hitherto poorly examined. The aim of this research is to examine the opinions of young, middle-aged, and elderly adults about the location-based MAR game Ingress. The responses to questions related to Ingress were collected from 24 adult players aged 20–60 from Greece and subsequently were analyzed by means of content analysis, both qualitatively and quantitatively, using the Jaccard index of similarity. Our findings showed that opinions of young people (20–35) agree more with those of elderly adults (>52) than with those of the intermediate age group of 36–51. It was also revealed that knowledge of geography facilitates the ability to play the game better, the game’s scenario is very interesting to adults, and the feeling of playing locally in a global game is also appreciated by all age groups. Along with these findings, with this research, it was shown that (a) content analysis is a valuable method for exploring opinions and attitudes of adult users towards MAR games and (b) Jaccard indices can be used to quantitatively explore themes emerging from content analysis.

28 November 2020 in Sustainability
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María Helena Romero EsquinasMaría Helena Romero Esquinas
María Helena Romero Esquinas
Juan Manuel Muñoz GonzálezJuan Manuel Muñoz González
Juan Manuel Muñoz González
MHMaría Dolores Hidalgo-Ariza
María Dolores Hidalgo-Ariza
The VESS (Meaningful Life with Balance and Wisdom) model is considered to be a learning method based on the construction of knowledge through critical and visible thinking, with a neuroeducational base. The aim of the present work is to conduct a psychometric study of a measurement scale about the learning of the VESS model created for teachers-in-training. This article presents two survey-based descriptive studies conducted at the University of Cordoba (Spain). The data were subjected to descriptive, correlational, reliability and validity analysis through exploratory and confirmatory analyses, respectively. It is an instrument with high goodness-of-fit indices and suitable validity and reliability values. This instrument is applicable to similar study contexts.

12 October 2022 in Education Sciences
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Journal Article
Open access
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AMAikaterini Michalopoulou
Aikaterini Michalopoulou
Juan Manuel Muñoz GonzálezJuan Manuel Muñoz González
Juan Manuel Muñoz González
MHMaría Dolores Hidalgo-Ariza
María Dolores Hidalgo-Ariza
Peer-mediated intervention (PMI) includes a range of strategies that are considered a successful aid in social-communication behavior for kids and their peers with autism spectrum disorders (ASD). This study was carried out to improve the social behavior of children with ASD, using peer training through an activity that they have in common. Three ASD students in Greek elementary schools, aged seven to ten years old, two boys and one girl, participated in this study. The peers of ASD students were trained to interact with them during recess in a comprehensive school setting. An ABA reversal design was used on each participant in order to define the effects of the intervention. Through observation probes, the responses and the initiations of all ASD students were noted by trained school staff. The results of the intervention phase showed an increase in both of these two variables. Furthermore, the follow-up phase depicted important results for the academic community, also showing an increase in all ASD students’ responses and initiations. The current study supplements the existing PMI research, which leads to the possible use of this valid tool that could be used in school settings in order to increase the socialization of ASD students.