Oriol Borrás-Gené

Prof. Dr. Oriol Borrás-Gené

Rey Juan Carlos University, Madrid, Spain
orcid

Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

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

Representative Publications

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1 July 2017 in Computers in Human Behavior
Verified
Journal Article
Closed access
AFAngel Fidalgo-Blanco
Angel Fidalgo-Blanco
Margarita Martinez-NuñezMargarita Martinez-Nuñez
Margarita Martinez-Nuñez
Oriol Borrás-GenéOriol Borrás-Gené
Oriol Borrás-Gené
Javier Sanchez-MedinaJavier Sanchez-Medina
Javier Sanchez-Medina

21 October 2021 in Education Sciences
Verified
Journal Article
Open access
PDF file
JPJ. Ignacio Pichardo
J. Ignacio Pichardo
Esteban Francisco López MedinaEsteban Francisco López Medina
Esteban Francisco López Medina
Olga I. Mancha-CáceresOlga I. Mancha-Cáceres
Olga I. Mancha-Cáceres
IEIsabel Gonzalez Enríquez
Isabel Gonzalez Enríquez
AHAlejandro D. Hernández-Melián
Alejandro D. Hernández-Melián
Oriol Borrás-GenéOriol Borrás-Gené
Oriol Borrás-Gené
The COVID-19 pandemic has prompted higher university lecturers to develop their digital skills in order to adapt to online teaching. A group of university teachers decided to evaluate the educational uses of Mentimeter to promote student participation and active learning. A questionnaire was answered by 400 students and 12 participating academics. These 12 academic respondents also participated in a focus group after experiencing this software during an academic course. Qualitative and quantitative data was collected and analyzed to conclude that this software not only facilitated student participation during the pandemic (both face-to-face and online) in synchronous and asynchronous ways but also improved attention, engagement, collaborative learning and interaction. Immediate feedback made it possible for teachers to monitor the students’ learning processes and to adjust the content and pace accordingly. Students and educators highlighted the inclusive potential of this tool, as it allows participation from a diverse audience with different backgrounds and capacities, ensuring inclusive and equitable education for all. Some opportunities for improvement were also identified, namely more functions to make the software more attractive and adapt it to different educational objectives.

1 October 2014
Verified
Conference Paper
Open access
PDF file
Oriol Borrás-GenéOriol Borrás-Gené
Oriol Borrás-Gené
Margarita Martinez-NuñezMargarita Martinez-Nuñez
Margarita Martinez-Nuñez
ÁBÁngel Fidalgo Blanco
Ángel Fidalgo Blanco

9 September 2021 in Education Sciences
Verified
Journal Article
Open access
PDF file
Almudena Macías Macías GuillénAlmudena Macías Macías Guillén
Almudena Macías Macías Guillén
RDRaquel Montes Diez
Raquel Montes Diez
LSLUCIA SERRANO
LUCIA SERRANO
Oriol Borrás-GenéOriol Borrás-Gené
Oriol Borrás-Gené
Educational Escape Room is an innovative method used in classrooms to motivate students. This article describes a version of Educational Escape Room applied to undergraduate students. Specifically, this work presents an adaptation of the method called Educational Hall Escape, characterized by the resolution of challenges in a game-adapted room in which several student groups compete to finish the activity in the least amount of time. To date, the Educational Hall Escape method applied to the field of business economy has not been reported in the literature. The objective of the study is to analyze the influence of the Educational Hall Escape method on the learning processes and emotions of students during the activity and its impact on their motivation and the reinforcement their competences and knowledge. An experiment was designed in which the class was divided into a control group and an experimental group. To measure the impact of the experience in the students, two tools were used: an exam and the Gamefulquest survey. Despite the fact that the results obtained show that the students perceived the experience as a game, it improved their motivation and increased their proclivity to have an emotional bond with the subject, the academic results remained steady.

26 July 2019 in Informatics
Verified
Journal Article
Open access
PDF file
Oriol Borrás-GenéOriol Borrás-Gené
Oriol Borrás-Gené
Margarita Martinez-NuñezMargarita Martinez-Nuñez
Margarita Martinez-Nuñez
LMLuis Martín-Fernández
Luis Martín-Fernández
Massive Open Online Courses (MOOCs), regardless of their topic, are a perfect space to generate, through virtual learning communities associated with them, very valuable resources for their participants and, in general, anyone interested in the topic covered. If in the design of these learning spaces, elements specific to games are added to them, which is known as gamification, we can try to increase the engagement of the student towards the course and, therefore, towards the community. This paper presents an experience of a MOOC of Universidad Rey Juan Carlos (Spain) with a connectivist approach. Aspects such as fun and motivation have been worked on in the design, through the application of gamified activities and the use of elements from social networks, considered as gamification, with the aim of increasing participation and engagement within a Facebook group, used as a community to support the course. We have analyzed aspects such as enjoyment and motivation, the result of which has been active participation and high engagement within the MOOC community in the form of content and especially great interaction, highlighting the existence of continuous activity once the edition of the MOOC is finished, as a consequence of a habit generated in the student.