Adrian Segura-Robles

Dr. Adrian Segura-Robles

University of Granada, Granada, Andalusia, Spain
orcid

Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

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

Representative Publications

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14 January 2020 in Sustainability
Verified
Journal Article
Open access
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María Elena Parra-GonzálezMaría Elena Parra-González
María Elena Parra-González
Jesús López-BelmonteJesús López-Belmonte
Jesús López-Belmonte
Adrian Segura-RoblesAdrian Segura-Robles
Adrian Segura-Robles
ACArturo Fuentes Cabrera
Arturo Fuentes Cabrera
Introduction: Nowadays, education is immersed in a process of constant renewal due to the inference of two fundamental facts: The emergence of new technologies and the development of new active methodologies that lead the teaching and learning processes. Methods: A case study was developed to analyze the effects caused in these processes by the implementation of “flipped learning” and “gamification” as teaching models; after the implementation of each one, variables such as learning achievement, learning anxiety, motivation, and autonomy were compared. This work was carried out with secondary school subjects (n = 60) of an educational center of the Autonomous City of Ceuta. A descriptive experimental study was carried out. Gamification and flipped learning effects were compared to analyze both their potentials as educational methodologies. Results: The results show the benefits of both methodologies. All measured dimensions increased positively, in accordance with previous studies on the subject. Conclusion: The implementation of both methodologies in the classroom causes an improvement in the students’ learning processes, in their achievements, and in their enthusiasm.

Jesús López-BelmonteJesús López-Belmonte
Jesús López-Belmonte
Adrian Segura-RoblesAdrian Segura-Robles
Adrian Segura-Robles
ACArturo Fuentes Cabrera
Arturo Fuentes Cabrera
María Elena Parra-GonzálezMaría Elena Parra-González
María Elena Parra-González
Innovation has allowed for and developed new ways of teaching and learning. Gamification is among the new training methodologies, which is a didactic approach based on the game structure with an attractive component for students. Within gamification, flipped learning and problem-based learning, escape rooms can be found as a technical aspect, which is focused on providing enigmas and tracks for the various educational content that students have assimilated through learning based on problem solving. The aim of this study is to identify how the use of gamification with the use of educational escape rooms affects activation and absence of a negative effect on students. 61 Master students of the Autonomous City of Ceuta participated in this case study. They were divided into three study groups (1 control group; 2 experimental groups) that followed different formative actions (control group—traditional; experimental groups—escape rooms). To achieve the objectives, a mixed research design based on quantitative and qualitative techniques was followed. The instrument used for data collection was the GAMEX (Gameful Experience Scale). The results reveal that the students who had taken a gamified formative action through escape rooms obtained better assessment results in the indicators concerning motivation, teamwork, commitment, activation, and absence of a negative effect on the learning process than those with the traditional methodology.

26 January 2021 in Electronics
Verified
Journal Article
Open access
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Jesús López-BelmonteJesús López-Belmonte
Jesús López-Belmonte
Adrian Segura-RoblesAdrian Segura-Robles
Adrian Segura-Robles
Antonio-José Moreno-GuerreroAntonio-José Moreno-Guerrero
Antonio-José Moreno-Guerrero
María Elena Parra-GonzálezMaría Elena Parra-González
María Elena Parra-González
The technological revolution has created new educational opportunities. Today, robotics is one of the most modern systems to be introduced in educational settings. The main objective of this research was to analyze the evolution of the “robotics” concept in the educational field while having, as a reference point, the reported literature in the Web of Science (WoS). The methodology applied in this research was bibliometrics, which we used to analyze the structural and dynamic development of the concept. The collection of WoS studies on robotics in education began in 1975. Its evolution has been irregular, reaching peak production in 2019. Although the focus was on collecting studies with educational knowledge areas, other knowledge areas were also present, such as engineering and computing. It was found that the types of manuscript most commonly used to present scientific results in this area are proceedings papers. The country with the highest level of production in this field of study is the United States. The results confirm the potential of this type of study in the scientific field. The importance of this technology in the training of future surgeons and in the results they produce in their own learning was also detected.

15 September 2020 in Mathematics
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Journal Article
Open access
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ACArturo Fuentes Cabrera
Arturo Fuentes Cabrera
María Elena Parra-GonzálezMaría Elena Parra-González
María Elena Parra-González
Jesús López-BelmonteJesús López-Belmonte
Jesús López-Belmonte
Adrian Segura-RoblesAdrian Segura-Robles
Adrian Segura-Robles
Nowadays, different methodologies are booming in the field of education, and active gamification-based methodologies such as the Escape Room are an example of these methodologies, which is the base of this research. The purpose of this research is to analyze the effectiveness of the use of an Escape Room as an active methodology to learn mathematics. A quantitative research method was performed through an experimental design. Two study groups were set up. With the control group, a traditional training methodology was used, and with the experimental group, an innovative one was used through an Escape room experience. A total of 62 students of the 3rd level of Secondary Education from an educational center in Ceuta (Spain) participated. Results show how the experience developed through the escape room improved achievement, motivation and autonomy in a significant way. It has also reduced learning anxiety significantly. It is concluded that the use of the Escape room in Mathematics improves learning achievement, anxiety, motivation and autonomy, with gender being a variable to be taken into account, especially in motivation and autonomy. Therefore, the escape room has a greater potential than a traditional methodology in Mathematics.

27 March 2020 in Symmetry
Verified
Journal Article
Open access
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Jesús López-BelmonteJesús López-Belmonte
Jesús López-Belmonte
Adrian Segura-RoblesAdrian Segura-Robles
Adrian Segura-Robles
Antonio-José Moreno-GuerreroAntonio-José Moreno-Guerrero
Antonio-José Moreno-Guerrero
María Elena Parra-GonzálezMaría Elena Parra-González
María Elena Parra-González
Combined use of machine learning and large data allows us to analyze data and find explanatory models that would not be possible with traditional techniques, which is basic within the principles of symmetry. The present study focuses on the analysis of the scientific production and performance of the Machine Learning and Big Data (MLBD) concepts. A bibliometric methodology of scientific mapping has been used, based on processes of estimation, quantification, analytical tracking, and evaluation of scientific research. A total of 4240 scientific publications from the Web of Science (WoS) have been analyzed. Our results show a constant and ascending evolution of the scientific production on MLBD, 2018 and 2019 being the most productive years. The productions are mainly in English language. The topics are variable in the different periods analyzed, where “machine-learning” is the one that shows the greatest bibliometric indicators, it is found in most of motor topics and is the one that offers the greatest line of continuity between the different periods. It can be concluded that research on MLBD is of interest and relevance to the scientific community, which focuses its studies on the branch of machine-learning.

Jesús López-BelmonteJesús López-Belmonte
Jesús López-Belmonte
María Elena Parra-GonzálezMaría Elena Parra-González
María Elena Parra-González
Adrian Segura-RoblesAdrian Segura-Robles
Adrian Segura-Robles
Santiago Pozo SánchezSantiago Pozo Sánchez
Santiago Pozo Sánchez
Education is a constantly changing field. The new teaching processes are developed today and all teachers should be prepared. Gamification is one of the methodologies with the greatest impact on the learning process. The objective of the study is to analyze the relevance and progression that the concepts “gamification” and “learning” have acquired in the scientific literature of Web of Science. This research has been based on a bibliometric methodology. A classic bibliometric and thematic analyses have been carried out. A 1230 document matrix analysis has been selected. For descriptive bibliometrics, the Bibliometrix library is used, while Scimat is used for the thematic analysis. Both tools are widely used in this type of study. Results indicate that growth on the study of these topics is booming. There are also authors who accumulate most of the documents, such as Martí Parreño. English is positioned as the predominant language. The topics studied have evolved from how classic games affect learning to the study of video games and their impact on performance. It is concluded that these types of studies are still relevant and with a great future prospect. Furthermore, research focuses especially on video games, on the effects of technology on learning and on the study of flipped learning experiences.