Silvia López-Gómez

Prof. Dr. Silvia López-Gómez


Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

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

Representative Publications

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1 September 2021 in Education Sciences
Verified
Journal Article
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MCMª Montserrat Castro-Rodríguez
Mª Montserrat Castro-Rodríguez
DIANA MARÍN SUELVESDIANA MARÍN SUELVES
DIANA MARÍN SUELVES
SLSilvia López-Gómez
Silvia López-Gómez
JRJesús Rodríguez Rodríguez
Jesús Rodríguez Rodríguez
Blended learning is a set of pedagogical strategies and practices that are closely related to the emergence of new technologies in society and in higher education. They are characterized by a combination of face-to-face and online learning that integrates a variety of materials in the teaching and learning process. The aim of our research was to analyze scientific production on this topic using two prestigious international databases: Scopus and Web of Science (WOS). A bibliometric study was conducted on 508 papers, and content analysis was performed on 119 openly accessible publications. Results show that blended learning is being applied in all scientific and professional spheres. This learning model is praised for its positive impact on motivation and learning effectiveness, as well as for promoting student autonomy. With respect to content, it is worth noting that many authors observe that methodological success is related to cultural context and access to devices and materials. Furthermore, it is suggested that greater methodological diversity is preferable to a single hegemonic approach. In short, the present paper contributes to the educational community by shedding light on how blended learning is being implemented and its impact on higher education.

3 March 2021 in Estudios sobre Educación
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Journal Article
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AVApolinar Varela
Apolinar Varela
RFRaúl Fraguela-Vale
Raúl Fraguela-Vale
SLSilvia López-Gómez
Silvia López-Gómez
Introduction: this paper studies the effects of full COVID-19 lockdown of Spanish families affected the following aspects: play and school tasks time, school counselling to families and priorities of families regarding play, school tasks, and extracurricular activities. Method: quantitative. Online questionnaire administered during full lockdown in Spain to 622 participants with underage children. Conclusions: playtime increased signifi cantly and school tasks time grew moderately. Play counselling from schools increased during lockdown, although it did not become widespread.

29 June 2023 in REICE. Revista Iberoamericana sobre Calidad, Eficacia y Cambio en Educación
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JRJesús Rodríguez Rodríguez
Jesús Rodríguez Rodríguez
DIANA MARÍN SUELVESDIANA MARÍN SUELVES
DIANA MARÍN SUELVES
SLSilvia López-Gómez
Silvia López-Gómez
MCMª Montserrat Castro-Rodríguez
Mª Montserrat Castro-Rodríguez
REICE es una revista de periodicidad trimestral. Su objetivos son: colaborar en la difusión de la investigación educativa que se realiza en Iberoamérica por investigadores Iberoamericanos; Favorecer la utilización de los resultados de la investigación para la mejora de los sistemas educativos, las escuelas y las aulas; Fomentar la realización de investigaciones educativas de calidad.

1 January 2022 in Revista Colombiana de Educación
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Journal Article
Open access
SLSilvia López-Gómez
Silvia López-Gómez
JRJesús Rodríguez Rodríguez
Jesús Rodríguez Rodríguez
M. Isabel Vidal EsteveM. Isabel Vidal Esteve
M. Isabel Vidal Esteve
MCMª Montserrat Castro-Rodríguez
Mª Montserrat Castro-Rodríguez
Este artículo presenta los resultados de una revisión de la literatura sobre estudios centrados en las contribuciones y los efectos de los videojuegos en la atención a la diversidad. Para ello, se tomó como muestra las investigaciones recogidas en las bases de datos Scopus, wos, eric, ProQuest Dissertations & Theses Global (pqdt), Dialnet y csic-isoc y en los buscadores académicos Rebiun, Teseo y ScienceDirect. Después de considerar algunos aspectos del análisis bibliométrico, con el propósito de contextualizar la autoría y la procedencia de los artículos, se procedió a analizar en profundidad el contenido de los documentos seleccionados, de acuerdo con los objetivos de este estudio. Fruto de la interpretación del contenido se elaboró una clasificación categorial que refleja las líneas de investigación en el campo de los estudios sobre videojuegos y educación inclusiva. Las cuatro grandes categorías sobre los efectos de los videojuegos en la atención a la diversidad se relacionan con: alumnado con diversidad funcional y trastornos, posibles efectos perjudiciales ante altos niveles de uso de videojuegos, efectos sobre el aprendizaje escolar e influencia de los videojuegos sobre las habilidades procedimentales y actitudinales. Los resultados evidencian la necesidad de favorecer la adquisición de competencias digitales, el desarrollo emocional de los jugadores y jugadoras, y la prioridad de profundizar en la creación de videojuegos que favorezcan la educación inclusiva.

26 October 2020 in IEEE Revista Iberoamericana de Tecnologias del Aprendizaje
Verified
Journal Article
Closed access
DIANA MARÍN SUELVESDIANA MARÍN SUELVES
DIANA MARÍN SUELVES
SLSilvia López-Gómez
Silvia López-Gómez
MCM. Monserrat Castro-Rodriguez
M. Monserrat Castro-Rodriguez
JRJesús Rodríguez Rodríguez
Jesús Rodríguez Rodríguez
This document presents the results of an analysis of scientific production on digital competence in the educational field from a scientometric perspective, by analysing 150 documents available in Scopus. It also includes a complementary content analysis. The findings show the rise of the subject area in the European sphere. Regarding content, the terminological diversity used and the educational levels studied stand out. The conclusion is that teachers need more training in the didactic use of technologies to improve the development of digital competence in the educational system.

1 January 2022 in Psychology, Society, & Education
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Open access
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SLSilvia López-Gómez
Silvia López-Gómez
ARAntonio Rial-Boubeta
Antonio Rial-Boubeta
DMDiana Marín-Suelves
Diana Marín-Suelves
JRJesús Rodríguez-Rodríguez
Jesús Rodríguez-Rodríguez
The use of video games leads to conflicting views regarding their benefits or harmful effects on mental health, addiction and human relations. Currently, Gaming Disorder appears in the diagnostic classifications of the WHO (ICD-11) and the APA (Section III of the DSM-5), which shows the scope of this issue. This paper aims to analyse the scientific literature from 2016 to 2020, from a dual perspective, to highlight the trend of the studies and shed light on the effects of the use of video games in minors. A bibliometric and content study was carried out using the Scopus database, identifying 1,519 references, of which 151 were used for the bibliometric study and the 98 available in open access for the content analysis. The results show that, in general, they cannot be said to have negative effects as such, although the studies agree that they can lead to problematic use, and that is why adequate supervision is required by responsible adults. The polarisation of studies is concluded, pointing out both the positive and negative effects of video games.