Sheila García-Martín

Dr. Sheila García-Martín

Department of General and Specific Didactics and Educational Theory, University of León, León 24071, Spain
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Research Focus & Metrics

Academic Career Length

10Years (2017-Present)

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

Representative Publications

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1 April 2019 in Comunicar
Verified
Journal Article
Open access
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Sheila García-MartínSheila García-Martín
Sheila García-Martín
ICIsabel Cantón-Mayo
Isabel Cantón-Mayo
Technologies have acquired strategic importance and have been defined as unprecedented educational tools. In this study, we analysed the use that 1,488 Spanish adolescents made of five tools (i.e. search engines, wikis, blogs, podcasts and instant messaging), and the impact that use of these tools had on their academic performance in science, mathematics, Spanish language and English. To this end, we explored frequency of use, time spent, purpose, place of use and level of satisfaction for each of the tools, as well as academic performance in the four subjects analysed, using the HEGECO instrument. Results revealed differential patterns in the use of technologies according to purpose, and in academic performance according to sex, age and use of the tools. Adolescents used search engines and wikis to carry out academic tasks, and podcasts for entertainment. In relation to academic performance, females presented better mean performance in linguistic subjects, and younger adolescents did so in all the subjects analysed. In relation to use of tools, the use of search engines was associated with better performance in science, Spanish language and English, while the use of podcasts was associated with better performance in mathematics. The implications of these results are discussed and evaluated. Las tecnologías han adquirido una importancia estratégica, llegándose a definir como herramientas educativas sin precedentes. En este estudio se analiza el uso que 1.488 adolescentes españoles hacen de cinco herramientas; motores de búsqueda, wikis, blogs, podcast y mensajería instantánea, y se estudia el impacto de dicho uso en su rendimiento académico en Ciencias, Matemáticas, Lengua Castellana e Inglés. Para ello, se explora la frecuencia de uso, el tiempo dedicado, la finalidad, el lugar de uso y el grado de satisfacción con cada herramienta, así como los logros académicos obtenidos en las cuatro asignaturas analizadas, a través del instrumento HEGECO. Los resultados muestran patrones diferenciales en el uso de las tecnologías en función de la finalidad y en el rendimiento académico en función del sexo, de la edad y del uso de herramientas. Los adolescentes utilizan herramientas como motores de búsqueda y wikis para realizar tareas académicas y el podcast para divertirse. Relativo al rendimiento académico, las mujeres presentan un rendimiento promedio superior en las áreas lingüísticas, así como los adolescentes más jóvenes en todas las asignaturas analizadas. En función del uso de herramientas, el uso de motores de búsqueda se relaciona con un mayor rendimiento en Ciencias y en las áreas lingüísticas y el uso de podcast con un mayor rendimiento en Matemáticas. En este sentido, y a la luz de los resultados se discuten y se valoran las implicaciones.

20 November 2020 in Future Internet
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Journal Article
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Mario Grande-de-PradoMario Grande-de-Prado
Mario Grande-de-Prado
RRRuth Cañón Rodríguez
Ruth Cañón Rodríguez
Sheila García-MartínSheila García-Martín
Sheila García-Martín
ICIsabel Cantón-Mayo
Isabel Cantón-Mayo
The ICTs are simultaneously an important tool and subject in teacher training. It, therefore, follows that digital competence is fundamental and constitutes a significant educational challenge, particularly the digital divide or gap by gender. The aim is to identify and analyze self-perceptions of digital skills, and the possible relationship of these to gender, in first-year university students taking a degree in primary education teacher training at a Spanish faculty of education. This is a descriptive study using ex-post-facto method and collecting data from a questionnaire administered for four consecutive years to the above-mentioned subjects. The results revealed gender differences in the students’ reported perceptions. Men were more likely to perceive themselves as competent in the use of ICTs, reporting better information management and online collaboration skills using digital media. Besides, they made more use of computers as their sole device for browsing, downloading, and streaming and felt more confident about solving problems with devices. In contrast, women reported making more use of mobile phones and were more familiar with social media and aspects related to image and text processing and graphic design.

22 December 2020 in Encyclopedia
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Journal Article
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Mario Grande-de-PradoMario Grande-de-Prado
Mario Grande-de-Prado
Sheila García-MartínSheila García-Martín
Sheila García-Martín
Roberto BaeloRoberto Baelo
Roberto Baelo
Víctor AbellaVíctor Abella
Víctor Abella
Escape Rooms are cooperative games in which players must find clues, solve puzzles, and perform a variety of tasks within a limited time. The goal is usually to escape or leave a room, place, or environment. When the Escape Rooms have a pedagogical purpose, they are usually called Edu-Escape Rooms and can be related to gamification and Game-Based Learning. The potential for student engagement and motivation is one of the main advantages of Edu-Escape Rooms.

Rosa-Eva Valle-FlórezRosa-Eva Valle-Flórez
Rosa-Eva Valle-Flórez
Ana María De Caso FuertesAna María De Caso Fuertes
Ana María De Caso Fuertes
Roberto BaeloRoberto Baelo
Roberto Baelo
Sheila García-MartínSheila García-Martín
Sheila García-Martín
The recognition of the right to the inclusion of people with disabilities on a global scale has led to progress in the planning and development of policies and programs among different areas. The present work addresses the accessibility barriers to university education as an opportunity for greater inclusion. Universities must facilitate all students’ physical, curricular, and relational access and comply with a “reasonable accommodation” policy to allow students with disabilities equal opportunities. The aim is to analyze the barriers that hinder educational inclusion. Four factors are explored: the students’ accessibility to facilities and resources; the teachers’ willingness to respond to students with disabilities and special educational needs (SEN); the teachers’ curricular adjustments to meet those needs; the students’ interactions with their peers and professors. We worked with a sample of 201 university professors of teacher training programs in Spain. The results show statistically significant differences in the factors indicated, according to sex, age group, teaching experience, and experience with students who require educational support. According to the study results, a series of recommendations are included to improve the training necessary for university professors to promote inclusive education.

5 August 2020 in Sustainability
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Mario Grande-de-PradoMario Grande-de-Prado
Mario Grande-de-Prado
Roberto BaeloRoberto Baelo
Roberto Baelo
Sheila García-MartínSheila García-Martín
Sheila García-Martín
Víctor AbellaVíctor Abella
Víctor Abella
Role-playing games (RPGs) have a controversial public image in several countries, including Spain. These fears lack a scientific basis, as role-playing games may be useful in education. Educational trends such as gamification are helping to change this perspective, incorporating elements of RPGs in applications like learning management systems (LMS), e.g., Classcraft. Given the increased research interest in this topic, this paper presents a systematic literature review (SLR) report on the state-of-the-art related to RPGs in an Ibero-American education research context. In the study, a comprehensive search is carried out for the most relevant research papers indexed in Latindex, founded through the virtual repository Dialnet for papers between 2010 and 2019 in the field of education. The search chain was ‘role-playing games’, erasing those topics not related. Results show that there are several relevant references, even though they do not seem to have had a great impact. It can be concluded that there is an interest in RPGs in education, especially in Spain, but their potential is still to be developed.

2 March 2023 in Behavioral Sciences
Verified
Journal Article
Open access
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Judit García-MartínJudit García-Martín
Judit García-Martín
RRRodolfo Rico
Rodolfo Rico
Sheila García-MartínSheila García-Martín
Sheila García-Martín
This study analyzed the use of fifteen groups of digital tools that 197 active teachers made during the sudden shift to remote instruction due to the COVID-19 quarantine orders placed by various health departments in Spain and the United States. The study also examined the impact that the use of digital tools had on teachers’ perceived self-efficacy. A quantitative research design was used, supported by an exploratory descriptive approach that materializes in the application of an online questionnaire during the spring of 2020. The results indicate that perceived self-efficacy differs from country of origin and is conditioned by sociodemographic variables such as the training received and type of center. It is noted that teachers in Spain prefer the use of Moodle or Escholarium over that of teachers in the United States that opted for Google Classroom as a primary platform for teaching online, and the frequency of use of digital tools analyzed does not guarantee that their implementation is effective.