María Carmen Martínez Murciano

Dr. María Carmen Martínez Murciano

University of La Laguna, San Cristóbal de La Laguna, Spain
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Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

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

Representative Publications

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13 December 2022 in Future Internet
Verified
Journal Article
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David Pérez-JorgeDavid Pérez-Jorge
David Pérez-Jorge
María Carmen Martínez MurcianoMaría Carmen Martínez Murciano
María Carmen Martínez Murciano
Programming skills should be taught and developed; Scratch and App Inventor are two tools that can contribute significantly to developing this competence in university students. This study aims to investigate the use and effect of the programming language Scratch and App Inventor on the development of skills and competencies for learning (autonomy, attention, motivation, critical thinking, creative thinking, computational thinking, communication, problem solving and social interaction) in higher education. To achieve this goal, a systematic review of articles in English and Spanish was carried out using the PRISMA statement (research publication guidelines designed to improve the integrity of systematic review and meta-analysis reports). A search for studies was conducted in the Web of Science (WOS), Dialnet, and SCOPUS. A total of 405 papers were analyzed, of which 11 were finally selected. The results showed that both Scratch and App Inventor favor the development of skills and competencies for learning in the context of higher education, despite being underutilized strategies that all knowledge disciplines should promote.

5 January 2024 in Healthcare
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David Pérez-JorgeDavid Pérez-Jorge
David Pérez-Jorge
María Carmen Martínez MurcianoMaría Carmen Martínez Murciano
María Carmen Martínez Murciano
ACAna Isabel Contreras-Madrid
Ana Isabel Contreras-Madrid
IAIsabel Alonso-Rodríguez
Isabel Alonso-Rodríguez
Interest in gamified physical activity has been driven by its potential to benefit student mental health. Integrating gamified practices for mental health improvement represents a significant innovation within multidisciplinary approaches to enhancing mental well-being. This review follows the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines and was conducted using the Scopus and Web of Science (WOS) databases, primary sources for education-related studies. Thirteen papers were analyzed, yielding important insights into the relationship between gamified physical activity and mental health. The findings indicate that gamified physical activity positively influences adolescents’ mental health and well-being. Additionally, there is a need for improved application and game design to enhance learning within school contexts. Tailoring exergames to fit specific disciplines and school-related characteristics can promote healthier mobile application usage and offer significant benefits for the mental health of young individuals. The difference between this study and previous ones is that it focuses on mobile applications for encouraging active living to improve quality of life and mental health.

1 January 2024 in Salud, Ciencia y Tecnología
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AGANA ISABEL GONZÁLEZ
ANA ISABEL GONZÁLEZ
AGANA ISABEL GONZÁLEZ
ANA ISABEL GONZÁLEZ
IAIsabel Alonso-Rodríguez
Isabel Alonso-Rodríguez
María Carmen Martínez MurcianoMaría Carmen Martínez Murciano
María Carmen Martínez Murciano
Introduction: inclusive education is a global goal to promote the academic success of all students, regardless of their conditions or disabilities. In Portugal, Decree-Law No. 54/2018 replaced Decree-Law No. 3/2008, establishing a new legal framework for inclusive education. Aims: to assess the perception of primary school teachers in Portugal on inclusive education and the impact of mindfulness programmes on students with Attention Deficit Hyperactivity Disorder (ADHD). Method: non-experimental study with quantitative and qualitative analysis. An online questionnaire was used with 415 teachers, and a focus group was conducted with five school members in Alto Alentejo. Results: teachers perceive improvements in inclusion processes and benefits in attention, impulse control and behaviour of students, especially those with ADHD, in schools that apply mindfulness programmes. Conclusions: integrating mindfulness programmes in the primary education curriculum would be beneficial, promoting socioemotional skills and improving the inclusion of students with special educational needs

31 July 2024 in Campus Virtuales
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Journal Article
Closed access
María Carmen Martínez MurcianoMaría Carmen Martínez Murciano
María Carmen Martínez Murciano
David Pérez-JorgeDavid Pérez-Jorge
David Pérez-Jorge
Computational thinking (CT) is increasingly encouraged in subjects such as technology and digitalisation, and robotics. The effect on the development of generic competencies is of interest. This study investigates the use and effect of Scratch and App Inventor on the development of skills and competencies associated with CP (self-efficacy, motivation, creativity, collaborative work, algorithmic thinking, communication and social interaction) in primary education. A systematic review of articles in English and Spanish was conducted using the PRISMA statement, in the Web of Science (WOS), Dialnet and SCOPUS databases, obtaining 425 papers, from which 10 were finally selected. The results showed that both Scratch and App Inventor favour the development of skills and competencies for learning in the context of primary education and that these are underused strategies that should be promoted from the first years of compulsory education.

17 May 2024 in Salud, Ciencia y Tecnología
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MDMiriam Tesouro Dorribo
Miriam Tesouro Dorribo
IAIsabel Alonso-Rodríguez
Isabel Alonso-Rodríguez
María Carmen Martínez MurcianoMaría Carmen Martínez Murciano
María Carmen Martínez Murciano
Anthea Santos ÁlvarezAnthea Santos Álvarez
Anthea Santos Álvarez
David Pérez-JorgeDavid Pérez-Jorge
David Pérez-Jorge
Introduction: Integrating virtual reality (VR) in education is emerging as a transformative tool to improve practical learning. This proposal asks about its application within the training of certified nursing assistant to improve students' practical skills in training. Objectives: The main objective is to assess whether VR technology can improve understanding of complex concepts and skills in nursing education. This involves evaluating the effectiveness of VR in fostering meaningful, self-directed learning experiences that potentially prepare students more effectively for the health workforce. Methods: Implementing a pilot VR program within a controlled educational environment is proposed. The impact of this integration will be assessed through surveys and analysis of academic performance, focusing on the acquisition of professional skills and competencies. Results: Expected outcomes include greater student participation and better learning outcomes. The work highlights the benefits of VR in improving in-depth understanding of procedures and concepts through immersive experiences. Conclusions: The expected benefits after the incorporation of VR in nursing training include an improvement in the professional qualifications of students and an innovation through the introduction of immersive learning methodologies. Despite the potential challenges of its implementation, the results are expected to support the integration of VR as a complementary educational tool, reducing the gap between traditional learning and technological advancement in nursing education. Introducción: La integración de la realidad virtual (RV) en la educación se perfila como una herramienta transformadora para mejorar el aprendizaje práctico. Esta propuesta se plantea su aplicación dentro de la formación de técnicos auxiliares de enfermería para mejorar las habilidades prácticas de los estudiantes en formación. Objetivos: El objetivo principal es evaluar si la tecnología de RV puede mejorar la comprensión de conceptos y habilidades complejas en la formación de enfermería. Se trata de evaluar la eficacia de la RV para fomentar experiencias de aprendizaje significativas y autodirigidas que potencialmente preparen a los estudiantes de forma más eficaz para el personal sanitario. Métodos: Se propone la implementación de un programa piloto de RV dentro de un entorno educativo controlado. El impacto de esta integración se evaluará mediante encuestas y análisis del rendimiento académico, centrándose en la adquisición de habilidades y competencias profesionales. Resultados: Los resultados esperados incluyen una mayor participación de los estudiantes y mejores resultados de aprendizaje. El trabajo destaca los beneficios de la RV para mejorar la comprensión en profundidad de procedimientos y conceptos a través de experiencias inmersivas. Conclusiones: Los beneficios esperados tras la incorporación de la RV en la formación enfermera incluyen una mejora en la cualificación profesional de los estudiantes y una innovación a través de la introducción de metodologías de aprendizaje inmersivo. A pesar de los retos potenciales de su implementación, se espera que los resultados apoyen la integración de la RV como herramienta educativa complementaria, reduciendo la brecha entre el aprendizaje tradicional y el avance tecnológico en la formación de enfermería.