This review examines the current literature focused on nomophobia (objectives, methodological design, main variables, sample details, and measurement methods) in the Scopus and Web of Science databases. To this end, we conducted a systematic literature review in accordance with the Preferred Reporting Items for Systematic Reviews (PRISMA) guidelines. The initial sample consisted of 142 articles, of which 42 met the inclusion criteria and were analyzed in detail. The findings show that the current research is in an exploratory phase, with a greater predominance of descriptive, nonexperimental, and cross-sectional studies that explore the prevalence of nomophobia mainly in adolescents and university students. The most widely used measurement instrument is the Nomophobia Questionnaire (NMP-Q) proposed by Yildrim and Correia. In addition, the research suggests that nomophobia negatively affects personality, self-esteem, anxiety, stress, academic performance, and other physical and mental health problems. We are therefore faced with a health problem, which negatively affects a person, causing psychological problems and physical and behavioral changes.
25 June 2021 in International Journal of STEM Education
Background: Emerging methodologies that apply and integrate science, technology, engineering, art, and math (STEAM) in education have appeared in recent years as a pedagogical alternative providing more holistic and attractive education. Method: The research methodology used in this work is of a bibliometric nature. Specifically, an academic performance analysis and a co-word analysis has been carried out. The term STEAM was analyzed in the Web of Science (WoS) database. The WoS programs Analyze Results, Creation Citation Report, and SciMAT were used. A total of 1116 manuscripts were analyzed. Results: The results show that studies in the field education of STEAM began in 2006 and have continued uninterruptedly up to the present day, although interest generated in the scientific community has been irregular. Conclusions: It can be concluded that STEAM studies have not had an established and robust line of research over time, although it can be observed that the trends in this aspect are focused on the scientific branch of education. In addition, the topics of study on STEAM include points related to gender differences, the influence of STEAM on people of different races, the skills developed by students, and training teachers to implement teaching and learning processes with STEAM.
Information and communication technologies (ICTs) have led to the emergence of a variety of active and innovative teaching methods. This is the case in role-playing, which consists of simulating a real-life situation, in this case the school context, in which the student takes on a certain role and interacts with other students in a fictitious situation. Framed in this way, the present study aims to show if the application of the role-playing method promotes the improvement of attitude variables and practical skills. To this end, we advocated the use of a quasi-experimental methodology, with a control and experimental group and the application of a post-test. The sample is composed of 138 students from the Master of Teachers of Compulsory Secondary Education in Ceuta (Spain). The results showed that the students positively valued the application of the method, obtaining better scores in the set of variables studied, especially in motivation, creativity and collaboration. Therefore, it continues to be observed that the application of innovative methodologies through technology promotes the increase of multiple skills in the student body. This study aimed to prove that the use of active methods provides an increase in students’ skills, and that, therefore, we must bet on the use of sustainable pedagogies in order to promote a real innovation in the classrooms.
The social and technological changes that society is undergoing in this century are having a global influence on important aspects such as the economy, health and education. An example of this is the inclusion of artificial intelligence in the teaching–learning processes. The objective of this study was to analyze the importance and the projection that artificial intelligence has acquired in the scientific literature in the Web of Science categories related to the field of education. For this, scientific mapping of the reported documents was carried out. Different bibliometric indicators were analyzed and a word analysis was carried out. We worked with an analysis unit of 379 publications. The results show that scientific production is irregular from its beginnings in 1956 to the present. The language of greatest development is English. The most significant publication area is Education Educational Research, with conference papers as document types. The underlying organization is the Open University UK. It can be concluded that there is an evolution in artificial intelligence (AI) research in the educational field, focusing in the last years on the performance and influence of AI in the educational processes.
Currently, the e-learning method, due to the period of confinement that is occurring due to COVID-19, has increased its use and application in the teaching and learning processes. The main objective of this research is to identify the effectiveness of the e-learning method in the teaching of mathematics with adults who are in high school, in contrast to the traditional expository method. The study developed is quantitative, descriptive and correlational. The research design is quasi-experimental, with a control group and an experimental group. The results show that the use of the e-learning method has a positive influence on motivation, autonomy, participation, mathematical concepts, results and grades. It can be concluded that the e-learning method leads to improvement in adult students who are studying the mathematical subject in the educational stage of high school, provided that it is compared with the expository method. Therefore, this method is considered effective for its implementation in adults.
17 December 2020 in Interactive Learning Environments
Augmented reality is a technology that is bringing great benefits in the educational field. This study focuses on knowing the performance and scientific production of augmented reality in the field of education. This research has been approached from a bibliometric perspective. A novel documentary analysis technique based on scientific mapping and co-word analysis has been used. We have worked with an analysis unit of 777 reported publications of Web of Science. The results reveal the language, knowledge areas, type of document, institutions, authors, sources of origin, countries and most cited articles on augmented reality in the entire educational field. In addition, it is shown that research on augmented reality has focused on teaching people to use this technology effectively, in the learning environments it generates, in its educational application, and in attending to the diversity of students.