Sonia Rodríguez Cano

Prof. Dr. Sonia Rodríguez Cano

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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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3 June 2024 in Informatics
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Journal Article
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SVSara Sáez Velasco
Sara Sáez Velasco
MAMario Alaguero-Rodríguez
Mario Alaguero-Rodríguez
VDVanesa Delgado-Benito
Vanesa Delgado-Benito
SCSonia Rodríguez Cano
Sonia Rodríguez Cano
Generative AI refers specifically to a class of Artificial Intelligence models that use existing data to create new content that reflects the underlying patterns of real-world data. This contribution presents a study that aims to show what the current perception of arts educators and students of arts education is with regard to generative Artificial Intelligence. It is a qualitative research study using focus groups as a data collection technique in order to obtain an overview of the participating subjects. The research design consists of two phases: (1) generation of illustrations from prompts by students, professionals and a generative AI tool; and (2) focus groups with students (N = 5) and educators (N = 5) of artistic education. In general, the perception of educators and students coincides in the usefulness of generative AI as a tool to support the generation of illustrations. However, they agree that the human factor cannot be replaced by generative AI. The results obtained allow us to conclude that generative AI can be used as a motivating educational strategy for arts education.

28 July 2021 in Sustainability
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Journal Article
Open access
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SCSonia Rodríguez Cano
Sonia Rodríguez Cano
VDVanesa Delgado-Benito
Vanesa Delgado-Benito
VAVanesa Ausin-Villaverde
Vanesa Ausin-Villaverde
LMLucía Muñoz-Martín
Lucía Muñoz-Martín
The research conducted is part of the European project Erasmus+ FORDYSVAR, whose main objective is to contribute to the educational inclusion of students with dyslexia, aged between 10 and 16 years old, through the use of technology, specifically virtual reality (VR), to improve the access, participation, and educational achievement of students with this learning difficulty. This is a qualitative and interpretative study with a descriptive character. The objective of this work is to design a VR application that contributes to the learning of students with dyslexia based on user-centered design as a methodology. The developmental lines to be addressed in the application have been defined, the features to be included have been determined, and the activities that make up the software have been designed. All this is based on the analysis of the needs and interests of the end users (students with dyslexia) as well as the vision of professionals (teachers and dyslexia intervention specialists). The results obtained allow us to conclude that VR technology is an interesting avenue of treatment, as it offers a ludic, safe, controlled, and motivating environment for students with dyslexia.

7 June 2023 in Education Sciences
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MDMiguel Ángel García Delgado
Miguel Ángel García Delgado
SCSonia Rodríguez Cano
Sonia Rodríguez Cano
VDVanesa Delgado-Benito
Vanesa Delgado-Benito
CDCristina DiGiusto-Valle
Cristina DiGiusto-Valle
The new educational reality requires teachers to have skills and competencies to improve the teaching-learning process and, therefore, the quality of teaching, integrating new technologies. To assess the competence level of teachers, a descriptive study was designed, in which 150 teachers from different stages in Spain took part and were administered the DigCompEdu Check-in questionnaire. Non-probabilistic (purposive) sampling was used. The results show an intermediate level of competence among teachers at all the educational stages surveyed. However, this level varies according to the stage at which they work, with secondary education, vocational training, GCE and university teachers standing out the most in the fields of competence analysed using the questionnaire. Different proposals for improvement are proposed too, as well as the existing coincidences with previous studies; furthermore, the need for training from the beginning of teacher preparation is highlighted, as well as the need for continuous training for active teachers to optimise the potential offered by the new technologies, also is very important that taking on challenges such as the correct communication trough technologies, the use and creation of digital content or the protection and security of online data, among others.

2 March 2021 in Sustainability
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Journal Article
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SCSonia Rodríguez Cano
Sonia Rodríguez Cano
Patricia Sebastián AlonsoPatricia Sebastián Alonso
Patricia Sebastián Alonso
VDVanesa Delgado-Benito
Vanesa Delgado-Benito
VAVanesa Ausin-Villaverde
Vanesa Ausin-Villaverde
This study was part of the European project Erasmus+ FORDYSVAR, whose main objective is to contribute to the educational inclusion of students aged between 10 and 16 with dyslexia through the use of technology. The purpose of this study was to analyze the motivation of students with dyslexia during their learning process and to assess whether technology can be a motivating educational tool to create sustainable educational spaces at a social level. It used a descriptive, transversal, and correlational methodology to determine whether the participating sample showed motivation in the learning process. In order to answer this hypothesis, we designed a data collection instrument that included a motivational assessment questionnaire of the learning. The participants were students with dyslexia aged between 10 and 16 (N = 30). The results obtained allowed us to conclude that information and communication technologies can be used as a motivating educational strategy for students with dyslexia. The conclusions drawn were consistent with previous research showing that the use of technology for educational purposes can contribute to student motivation.

31 March 2025 in Sustainability
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Journal Article
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SVSara Sáez Velasco
Sara Sáez Velasco
MAMario Alaguero-Rodríguez
Mario Alaguero-Rodríguez
SCSonia Rodríguez Cano
Sonia Rodríguez Cano
VDVanesa Delgado-Benito
Vanesa Delgado-Benito
The aim of this paper is to find out what the attitudes of higher education students in arts education are towards generative AI and how this relates to their use of it in their academic/professional practice. This is a case study and an exploratory, descriptive and correlational quantitative research study, the methodology of which allows us to determine the vision of the sample of participants in relation to the subject. The design consists of three phases: (1) students complete an Attitude Towards Artificial Intelligence (ATAI) scale; (2) they then create two sketches as a collage of images to be used as visual references for a future digital illustration, one using images from the internet and the other using a generative AI tool; and (3) finally, students complete a questionnaire on their perception after using the generative AI tool used in the activity. The results show significant relationships between attitudes towards AI and perceptions of its effectiveness, efficiency, creativity, and design autonomy. It seems that the attitude with which students approach AI tools is a determining factor when it comes to using them in design tasks and can contribute to quality education.

13 March 2023 in Education Sciences
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Journal Article
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MÁMaría Lozano Álvarez
María Lozano Álvarez
SCSonia Rodríguez Cano
Sonia Rodríguez Cano
VDVanesa Delgado-Benito
Vanesa Delgado-Benito
EMElvira Isabel Mercado-Val
Elvira Isabel Mercado-Val
Educational research on emerging technologies, particularly virtual reality and augmented reality, is expanding at the moment. The purpose of this contribution is to conduct a systematic review to understand the impact of emerging technologies in the educational and social-health fields. The PRISMA 2020 methodology was used to respond to the objective and research questions, ensuring the fulfillment of the quality criteria in the elaboration of the systematic review. This systematic review analyses the possible benefits that new technologies, specifically virtual reality and augmented reality, can have on learning difficulties such as dyslexia and ADHD disorder, as well as their inclusion in the social sphere. In this study, articles from both the health and educational fields will be reviewed. The research focuses on highlighting the incipient benefits of these new technologies for the aforementioned learning difficulties in the school and health fields. The main conclusions drawn show that research on these emerging technologies is still scarce and incipient in the educational field, with the main results found in the healthcare field.