Magdalena Ramos Navas-Parejo

Mrs. Magdalena Ramos Navas-Parejo

Department of Didactics and School Organization, Faculty of Educational Sciences, University of Granada, 18011 Granada, Spain
orcid

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

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

Representative Publications

View All Publications
24 March 2020 in Sustainability
Verified
Journal Article
Open access
PDF file
Antonio-José Moreno-GuerreroAntonio-José Moreno-Guerrero
Antonio-José Moreno-Guerrero
CJCarmen Rodríguez Jiménez
Carmen Rodríguez Jiménez
GGGerardo Gómez García
Gerardo Gómez García
MNMagdalena Ramos Navas-Parejo
Magdalena Ramos Navas-Parejo
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.

20 December 2019 in Alteridad
Verified
Journal Article
Open access
PDF file
María Natalia Campos SotoMaría Natalia Campos Soto
María Natalia Campos Soto
MNMagdalena Ramos Navas-Parejo
Magdalena Ramos Navas-Parejo
Antonio-José Moreno-GuerreroAntonio-José Moreno-Guerrero
Antonio-José Moreno-Guerrero
Las tecnologías de la información y comunicación han acontecido grandes cambios en todos los sectores de la sociedad actual, pero, especialmente en el ámbito educativo, promoviendo el desarrollo de nuevas metodologías. Dentro de estos nuevos métodos de enseñanza se encuentra la Realidad Virtual que en los últimos años ha tenido una gran transcendencia ya que se ha demostrado que influye de forma positiva en la motivación del alumnado y, a la vez, en la mejora de su atención. De aquí surge el interés por realizar este estudio, con el objetivo de analizar en qué situación actual se encuentran las investigaciones existentes en la base de datos Scopus sobre el uso de la Realidad Virtual en educación para la mejora de la motivación en los procesos de enseñanza-aprendizaje. Los resultados revelan que en los últimos veinte años (1998-2018) la producción científica sobre el tema en cuestión ha crecido de forma exponencial, pasando de publicar un 0.27% en 1998, a un 14,48% en 2018. Terminamos el estudio proponiendo seguir investigando sobre este tema con la finalidad de seguir comprobando hasta qué punto es posible mejorar la calidad educativa gracias al uso de nuevas metodologías como la Realidad Virtual.

Antonio-José Moreno-GuerreroAntonio-José Moreno-Guerrero
Antonio-José Moreno-Guerrero
SANTIAGO ALONSO-GARCÍASANTIAGO ALONSO-GARCÍA
SANTIAGO ALONSO-GARCÍA
MNMagdalena Ramos Navas-Parejo
Magdalena Ramos Navas-Parejo
María Natalia Campos SotoMaría Natalia Campos Soto
María Natalia Campos Soto
GGGerardo Gómez García
Gerardo Gómez García
Recently, there has been a proliferation of technopedagogical practices, based on the application of active teaching and learning processes through the use of information and communication technologies (ICT). The main objective of this work is to analyse the impact of training action through the use of augmented reality in physical education for the development and acquisition of spatial orientation, as opposed to more traditional training based on the exhibition method. The methodology developed is quantitative, through a quasi-experimental design post-test in 140 high school students in the field of physical education. The results indicate that all of the dimensions show a very high, significant relationship. The greatest difference in average is observed in motivation. In contrast, the smallest difference, although significant, is observed in the grades given by the teachers themselves. It can be concluded that the method of teaching through augmented reality is effective in teaching high school students in the subject of physical education, especially for the acquisition of spatially oriented content.

4 December 2020 in Mathematics
Verified
Journal Article
Open access
PDF file
FFFrancisco Fernández-Martín
Francisco Fernández-Martín
José-María Romero-RodríguezJosé-María Romero-Rodríguez
José-María Romero-Rodríguez
GGGerardo Gómez García
Gerardo Gómez García
MNMagdalena Ramos Navas-Parejo
Magdalena Ramos Navas-Parejo
Currently, the use of technology has become one of the most popular educational trends in Higher Education. One of the most popular methods on the Higher Education stage is the Flipped Classroom, characterised by the use of both face-to-face and virtual teaching through videos and online material, promoting more autonomous, flexible and dynamic teaching for students. In this work, we started to compile the main articles that used Flipped Classroom within the mathematical area in Higher Education, with the aim of analysing their main characteristics, as well as the impact caused on students. To do so, the method of systematic review was used, focusing on those empirical experiences published in Web of Sciences and Scopus. The results indicated that, in most cases, the implementation of Flipped Classroom led to an improvement in students’ knowledge and attitudes towards mathematical content and discipline. In addition, aspects such as collaborative work, autonomy, self-regulation towards learning or academic performance were benefited through this method.

GGGerardo Gómez García
Gerardo Gómez García
MNMagdalena Ramos Navas-Parejo
Magdalena Ramos Navas-Parejo
Juan-Carlos De la Cruz-CamposJuan-Carlos De la Cruz-Campos
Juan-Carlos De la Cruz-Campos
CJCarmen Rodríguez Jiménez
Carmen Rodríguez Jiménez
The irruption of COVID-19 has had different consequences on mental health in the youth population. Specifically, the sector made up of university students has suffered an abrupt change of teaching modality because of the pandemic. As such, this paper aims to analyze the impact that COVID-19 has had on different personal factors of students: (i) satisfaction with life; (ii) lived uncertainty; (iii) depression, anxiety, and stress, as well as factors related to academic development; (iv) motivation and the creation of teaching and learning strategies during this period; and (v) the perception of the degree of adaptability to the new scenario brought about by the university system. For this purpose, a cross-sectional quantitative design was advocated through the elaboration of an SEM model, which included 1873 university students from Andalusian Universities (Spain). The results reflected the strong negative impact that the pandemic had, especially on the levels of life satisfaction and the indices of depression, anxiety, and stress of the students. Likewise, the findings reflected the relevance of the correct adaptability on the part of the university to these new circumstances. It is necessary for university institutions to focus their efforts on quality attention to students, in order to establish fluid communication with them and to adapt to their academic and personal needs.

24 July 2020 in Nutrients
Verified
Journal Article
Open access
PDF file
GGGerardo Gómez García
Gerardo Gómez García
José-Antonio Marín-MarínJosé-Antonio Marín-Marín
José-Antonio Marín-Marín
José-María Romero-RodríguezJosé-María Romero-Rodríguez
José-María Romero-Rodríguez
MNMagdalena Ramos Navas-Parejo
Magdalena Ramos Navas-Parejo
CJCarmen Rodríguez Jiménez
Carmen Rodríguez Jiménez
Currently, there are several methodological models that have broken into different disciplines of knowledge with the aim of making the teaching/learning process more dynamic, active and participatory for students. This is the case of Flipped Classroom, which is based on a mixed approach between e-learning and face-to-face teaching, as well as gamification, which bases its didactic principles on the recreational components of the games. Within this context, the aim of this research is to observe what effect the application of Flipped Classroom and gamification has in the development of motivation, autonomy and self-regulation towards learning through a didactic unit on healthy habits and diet in 202 students of 6th grade of Primary School from four different schools (public and state-subsidized) in the city of Granada (Spain). For this purpose, a methodological design was used with pre-test and post-test to check the effects of the experience on the students. The findings obtained showed that the application of these methods promoted an increase in students’ motivation, as well as in their autonomy and self-regulation when facing the contents of the subject. For this reason, it is advocated that there is a need to continue promoting a quality and innovative educational practice according to the figure of the student today.