Jesús Privado

Prof. Jesús Privado

orcid

Research Focus & Metrics

Academic Career Length

16Years (2011-Present)

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

Representative Publications

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1 May 2017 in Neuroscience
Verified
Journal Article
Closed access
JPJesús Privado
Jesús Privado
FRFrancisco J. Román
Francisco J. Román
CSCarlota Saénz-Urturi
Carlota Saénz-Urturi
MBMiguel Burgaleta
Miguel Burgaleta
ROBERTO COLOMROBERTO COLOM
ROBERTO COLOM

14 September 2015 in The Spanish Journal of Psychology
Verified
Journal Article
Closed access
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MMM. Dolores Merino
M. Dolores Merino
JPJesús Privado
Jesús Privado
Employee recognition is one of the typical characteristics of healthy organizations. The majority of research on recognition has studied the consequences of this variable on workers. But few investigations have focused on understanding what mechanisms mediate between recognition and its consequences. This work aims to understand whether the relationship between employee recognition and well-being, psychological resources mediate. To answer this question a sample of 1831 workers was used. The variables measured were: employee recognition, subjective well-being and positive psychological functioning (PPF), which consists of 11 psychological resources. In the analysis of data, structural equation models were applied. The results confirmed our hypothesis and showed that PPF mediate the relationship between recognition and well-being. The effect of recognition over PPF is two times greater (.39) with peer-recognition than with supervisor-recognition (.20), and, the effect of PPF over well-being is .59. This study highlights the importance of promoting employee recognition policies in organizations for the impact it has, not only on well-being, but also on the positive psychological functioning of the workers.

18 May 2020 in Interactive Learning Environments
Verified
Journal Article
Closed access
CGConsuelo Garcia
Consuelo Garcia
JPJesús Privado
Jesús Privado
This article reports the findings of a study on cooperative factors that predict higher education students’ satisfaction with using collaborative online tools. Although there is evidence of relationships between certain factors of teamwork and satisfaction in traditional groups that are guided by their teacher, little is known about what happens in autonomous groups without instructor support as research is scarce, even though these technologies are pervasive in higher education. This research adds to the existing literature by analysing students’ perceived satisfaction with online teamwork in a self-regulated condition. Data were drawn from two questionnaires fulfilled by 75 postgraduate students who used a wiki to work together on a learning task in online groups without teacher assistance over the course of two months. The results revealed that the four extracted collaboration factors: communication, trust, cooperation and cohesion, showed moderate to high degrees of correlation with cooperative work satisfaction. According to these findings, higher education students should be encouraged to build strong relationships to reach clear consensus, to interact frequently with peers and to be generous when sharing information, as teamwork satisfaction and ultimately, collaborative learning, depends largely on these factors.

5 December 2016 in The Spanish Journal of Psychology
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Journal Article
Closed access
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MQM. A. Quiroga
M. A. Quiroga
FRFrancisco J. Román
Francisco J. Román
JFJ. De La Fuente
J. De La Fuente
JPJesús Privado
Jesús Privado
ROBERTO COLOMROBERTO COLOM
ROBERTO COLOM
This paper reviews the use of video games for measuring intelligence differences and reports two studies analyzing the relationship between intelligence and performance on a leisure video game. In the first study, the main focus was to design an Intelligence Test using puzzles from the video game. Forty-seven young participants played “Professor Layton and the curious village”® for a maximum of 15 hours and completed a set of intelligence standardized tests. Results show that the time required for completing the game interacts with intelligence differences: the higher the intelligence, the lower the time (d = .91). Furthermore, a set of 41 puzzles showed excellent psychometric properties. The second study, done seven years later, confirmed the previous findings. We finally discuss the pros and cons of video games as tools for measuring cognitive abilities with commercial video games, underscoring that psychologists must develop their own intelligence video games and delineate their key features for the measurement devices of next generation.

IAIrene Aliagas
Irene Aliagas
JPJesús Privado
Jesús Privado
MMM. Dolores Merino
M. Dolores Merino
Brand placement in videogames consists in integrating various brands that are not intrusive to give a feeling of reality to the context, as such increasing awareness and recognition of the brand in the mind of the consumer. The goal of this study is to ascertain if brand position, familiarity and congruency influence memorization of brands presented in a racing videogame. An experimental design 2 (position: prominent or subtle) × 2 (congruency: yes or no) × 2 (familiar: yes or no) was used in a sample of 117 participants (M = 20.91 years, SD = 1.75 years). Consumers have better recall and recognition of brand placement when it is familiar. Likewise, there is more memorization of placement that is congruent with the videogame’s subject matter. Nevertheless, it appears that position has no influence on memory. Regarding the three-way interaction, it turns out that the best way to remember brands is when they are familiar to the consumers, congruent with the videogame’s genre, and they are positioned in a prominent position. This article is the first to investigate the interaction between the three main variables that affect the memorization of brand placement.

7 April 2024 in Sensors
Verified
Journal Article
Open access
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RRROSA Maset MASET ROIG
ROSA Maset MASET ROIG
JLJordi Caplliure Llopis
Jordi Caplliure Llopis
NBNieves De Bernardo
Nieves De Bernardo
JPJesús Privado
Jesús Privado
JAJorge Alarcón-Jiménez
Jorge Alarcón-Jiménez
Jose Enrique de la Rubia Ortí OrtíJose Enrique de la Rubia Ortí Ortí
Jose Enrique de la Rubia Ortí Ortí
Introduction: Amyotrophic lateral sclerosis (ALS) produces alterations in the autonomic nervous system (ANS), which explains the cardiac manifestations observed in patients. The assessment of heart rate variability (HRV) is what best reflects the activity of the ANS on heart rate. The Polar H7 Bluetooth® device proves to be a non-invasive and much faster technology than existing alternatives for this purpose. Objective: The goal of this study is to determine HRV using Polar H7 Bluetooth technology in ALS patients, comparing the obtained measurements with values from healthy individuals. Method: The sample consisted of 124 participants: 68 diagnosed with ALS and 56 healthy individuals. Using Polar H7 Bluetooth technology and the ELITE HRV application, various HRV measurements were determined for all participants, specifically the HRV index, RMSSD, RMSSD LN, SDNN index, PNN50, LF, HF, LF/HF ratio, HR average, and HF peak frequency. Results: Statistically significant differences were observed between ALS patients and healthy individuals in the HRV index, RMSSD, RMSSD LN, SDNN index, PNN50, HF, and LF, where healthy individuals exhibited higher scores. For the HR average, the ALS group showed a higher value. Values were similar when comparing men and women with ALS, with only a higher HF peak frequency observed in women. Conclusion: The Polar H7 Bluetooth® device is effective in determining heart rate variability alterations in ALS, being a promising prognostic tool for the disease.