María Blanca Ibañez

Dr. María Blanca Ibañez

Universidad Carlos III de Madrid, Leganés, Spain
orcid

Research Focus & Metrics

Academic Career Length

27Years (2000-Present)

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

Representative Publications

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1 August 2018 in Computers & Education
Verified
Journal Article
Closed access
MIMaría Blanca Ibañez
María Blanca Ibañez
CDCarlos Delgado-Kloos
Carlos Delgado-Kloos

1 October 2013 in Computers & Education
Verified
Journal Article
Closed access
ÁSÁngela Di Serio
Ángela Di Serio
MIMaría Blanca Ibañez
María Blanca Ibañez
CKCarlos Delgado Kloos
Carlos Delgado Kloos

1 February 2014 in Computers & Education
Verified
Journal Article
Closed access
MIMaría Blanca Ibañez
María Blanca Ibañez
ÁSÁngela Di Serio
Ángela Di Serio
DVDiego Villarán
Diego Villarán
CKCarlos Delgado Kloos
Carlos Delgado Kloos

6 June 2014 in IEEE Transactions on Learning Technologies
Verified
Journal Article
Open access
MIMaría Blanca Ibañez
María Blanca Ibañez
ADAngela Di-Serio
Angela Di-Serio
CKCarlos Delgado Kloos
Carlos Delgado Kloos
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning activity targeted at the learning of C-programming language. Furthermore, the study inquired into which gamified learning activities were more appealing to students. The study was conducted using the mixed-method sequential explanatory protocol. The data collected and analysed included logs, questionnaires, and pre- and post-tests. The results of the evaluation show positive effects on the engagement of students toward the gamified learning activities and a moderate improvement in learning outcomes. Students reported different motivations for continuing and stopping activities once they completed the mandatory assignment. The preferences for different gamified activities were also conditioned by academic milestones.

1 February 2020 in Computers & Education
Verified
Journal Article
Closed access
MIMaría Blanca Ibañez
María Blanca Ibañez
AUAldo Uriarte-Portillo
Aldo Uriarte-Portillo
RCRamón Zatarain Cabada
Ramón Zatarain Cabada
MARIA LUCIA BARRON ESTRADAMARIA LUCIA BARRON ESTRADA
MARIA LUCIA BARRON ESTRADA

15 June 2015 in IEEE Transactions on Learning Technologies
Verified
Journal Article
Open access
MIMaría Blanca Ibañez
María Blanca Ibañez
ADAngela Di-Serio
Angela Di-Serio
DVDiego Villaran-Molina
Diego Villaran-Molina
CDCarlos Delgado-Kloos
Carlos Delgado-Kloos
An AR-based simulation system that integrates background knowledge and experimental support (AR-SaBEr) was designed as a learning tool for teaching basic principles of electricity to ninth-grade students. The aim of this study was to investigate how supporting the learner focus on meaningful activities affects behavior and learning performance. The sample was 82 students, who were randomly assigned to two groups. The control group used AR-SaBEr with no support for recommending activities. The experimental group had personalized extra support designed to help learners focus on the subject matters that they did not master. The study found that learners from the experimental group showed better learning achievements than those who participated in the control group. Furthermore, learners' behavioral patterns were dependent upon the support received. Learners from the control group were more willing to browse information about activities than to read about the subject before experimenting. Learners from the experimental group browsed information about prior to carrying them out and read about the subject matter prior to experimentation. The observed behavioral patterns and learning achievements suggest that in augmented reality based simulation environments, it is worth providing mechanisms to focus the attention of students on the most relevant topics for them.