José Antonio Moraño

Dr. José Antonio Moraño

orcid

Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

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

Representative Publications

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14 May 2023 in Applied Sciences
Verified
Journal Article
Open access
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Luis Manuel Sánchez RuizLuis Manuel Sánchez Ruiz
Luis Manuel Sánchez Ruiz
SLSantiago Emmanuel Moll Lopez
Santiago Emmanuel Moll Lopez
ANAdolfo Nuñez-Pérez
Adolfo Nuñez-Pérez
JMJosé Antonio Moraño
José Antonio Moraño
EFErika Vega Fleitas
Erika Vega Fleitas
This research aims to explore the potential impact of the ChatGPT on b-learning methodologies in engineering education, specifically in mathematics. The study focuses on how the use of these artificial intelligence tools can affect the acquisition of critical thinking, problem-solving, and group work skills among students. The research also analyzes the students’ perception of the reliability, usefulness, and importance of these tools in academia. The study collected data through a survey of 110 students enrolled in a Mathematics I course in BEng Aerospace Engineering where a blended methodology, including flipped teaching, escape room gamification, problem-solving, and laboratory sessions and exams with a computer algebraic system were used. The data collected were analyzed using statistical methods and tests for significance. Results indicate students have quickly adopted ChatGPT tool, exhibiting high confidence in their responses (3.4/5) and general usage in the learning process (3.61/5), alongside a positive evaluation. However, concerns arose regarding the potential impact on developing lateral competencies essential for future engineers (2.8/5). The study concludes that the use of ChatGPT in blended learning methodologies poses new challenges for education in engineering, which requires the adaptation of teaching strategies and methodologies to ensure the development of essential skills for future engineers.

22 March 2021 in Sustainability
Verified
Journal Article
Open access
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Luis Manuel Sánchez RuizLuis Manuel Sánchez Ruiz
Luis Manuel Sánchez Ruiz
SLSantiago Emmanuel Moll Lopez
Santiago Emmanuel Moll Lopez
JMJosé Antonio Moraño
José Antonio Moraño
Nuria Llobregat-GómezNuria Llobregat-Gómez
Nuria Llobregat-Gómez
Innovative teaching methodologies begat blended learning, which seems to facilitate engineering students’ achievement of competencies required for the 21st century and has proven to be essential to keep quality standards as university education has suffered the COVID-19 pandemic. In this paper, we approach the use of b-learning and digital technologies before the pandemic started, and how it worked like a vaccine, enabling university education resilience and facilitating the sustainability of the students learning process. A questionnaire-based study is presented, in which the data came from Aerospace Engineering students following a Mathematics subject in a Technological University in Spain. ANOVA and ANCOVA analysis provided a significant difference in the appreciation of the adaptation based on the prior application of b-learning methodologies or more traditional methodologies. Results obtained indicated that the use of digital resources and educational platforms caused a noticeable change in the students’ way of learning, improving habits and digital skills.

2 October 2022 in Information
Verified
Journal Article
Open access
PDF file
Luis Manuel Sánchez RuizLuis Manuel Sánchez Ruiz
Luis Manuel Sánchez Ruiz
Salvador López-AlfonsoSalvador López-Alfonso
Salvador López-Alfonso
SLSantiago Emmanuel Moll Lopez
Santiago Emmanuel Moll Lopez
JMJosé Antonio Moraño
José Antonio Moraño
EFErika Vega Fleitas
Erika Vega Fleitas
The introduction of game-based learning techniques has significantly swayed learning, motivation, and information processing in both traditional and digital learning environments. This paper studies the footprint that the implementation of ten short-duration digital escape rooms has had on the creation of an environment of positive emotions in the educational field. The digital escape rooms were created by employing the Genial.ly platform and RPG Maker MZ software. A feelings/satisfaction questionnaire has been conducted to study what emotions students have experienced, as well as the students’ opinions about essential elements of digital escape rooms, to study whether positive feelings predominate in the performance of these activities. Results show a high incidence of positive emotions, and a very favorable opinion on the tools employed and the positive feelings on the acquisition of knowledge and skills.

16 October 2017 in Viruses
Verified
Journal Article
Open access
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JDJAVIER DIEZ DOMINGO
JAVIER DIEZ DOMINGO
VSVíctor Sánchez-Alonso
Víctor Sánchez-Alonso
Rafael VillanuevaRafael Villanueva
Rafael Villanueva
Luis AcedoLuis Acedo
Luis Acedo
JMJosé Antonio Moraño
José Antonio Moraño
JVJavier Villanueva-Oller
Javier Villanueva-Oller
The Human papillomaviruses (HPV) vaccine induces a herd immunity effect in genital warts when a large number of the population is vaccinated. This aspect should be taken into account when devising new vaccine strategies, like vaccination at older ages or male vaccination. Therefore, it is important to develop mathematical models with good predictive capacities. We devised a sexual contact network that was calibrated to simulate the Spanish epidemiology of different HPV genotypes. Through this model, we simulated the scenario that occurred in Australia in 2007, where 12–13 year-old girls were vaccinated with a three-dose schedule of a vaccine containing genotypes 6 and 11, which protect against genital warts, and also a catch-up program in women up to 26 years of age. Vaccine coverage were 73 % in girls with three doses and with coverage rates decreasing with age until 52 % for 20–26 year-olds. A fast 59 % reduction in the genital warts diagnoses occurred in the model in the first years after the start of the program, similar to what was described in the literature.

28 August 2021 in Mathematics
Verified
Journal Article
Open access
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Luis Manuel Sánchez RuizLuis Manuel Sánchez Ruiz
Luis Manuel Sánchez Ruiz
SLSantiago Emmanuel Moll Lopez
Santiago Emmanuel Moll Lopez
JMJosé Antonio Moraño
José Antonio Moraño
MRMaría-Dolores Roselló
María-Dolores Roselló
Learning is a non-deterministic complex dynamical system where students transform inputs (classes, assignments, personal work, gamification activities, etc.) into outcomes (acquired knowledge, skills, and competencies). In the process, students generate outputs in a variety of ways (exams, tests, portfolios, etc.). The result of these outputs is a grade aimed at measuring the (level of) competencies achieved by each student. We revisit the relevance of continuous assessment to obtain this grading. We simultaneously investigate the generated outputs in different moments as modifiers of the system itself, since they may reveal a variation of the level of competencies achievement previously assessed. This is a novelty in the literature, and a cornerstone of our methodology. This process is called a Dynamical Continuous Discrete assessment, which is a form of blended assessment that may be used under traditional or blended learning environments. This article provides an 11-year perspective of applying this Dynamical Continuous Discrete assessment in a Mathematics class for aerospace engineering students, as well as the students’ perception of continuous assessments.

1 May 2016 in Physica A: Statistical Mechanics and its Applications
Verified
Journal Article
Closed access
Luis AcedoLuis Acedo
Luis Acedo
JMJosé Antonio Moraño
José Antonio Moraño
Francisco SantonjaFrancisco Santonja
Francisco Santonja
Rafael VillanuevaRafael Villanueva
Rafael Villanueva