- International Doctor of Philosophy (Ph.D.) in Social Sciences at University of Granada (distinction Cum Laude). Resea... moreInternational Doctor of Philosophy (Ph.D.) in Social Sciences at University of Granada (distinction Cum Laude). Research interests on gamification, climate change communication and environmental education. Member of the Research Group “Scientific information: access and evaluation” (HUM-466) at University of Granada, and "Communication, Behaviour & The Sustainable Society" at Hanze University of Applied Sciences. Former Fulbright Visiting Scholar at the Center for Climate Change Communication at George Mason University (USA).edit
Artificial intelligence (AI) and automation are currently changing human life with a great implication in the communication field. This research focusses on understanding the current and growing impact of AI and automation in the role of... more
Artificial intelligence (AI) and automation are currently changing human life with a great implication in the communication field. This research focusses on understanding the current and growing impact of AI and automation in the role of communication professionals to identify what skills and training are needed to face its impacts leading to a recommendation.
Research Interests:
Videogames have become educational, communicative and social tools among the young, favouring the acquisition of skills, abilities and values, encompassing an endless number of themes, and helping them to experience and to face, in the... more
Videogames have become educational, communicative and social tools among the young, favouring the acquisition of skills, abilities and values, encompassing an endless number of themes, and helping them to experience and to face, in the first person, a great diversity of environmental situations and ecology problems. Thus, the present article aims: (a) to evaluate a sample of 20 educational videogames about water, making use of some empirical criteria of quality; and (b) to design, validate and apply an integrated quality indicator of educational videogames on water, based on the aspects of narrative, gameplay and education, which allows us to obtain a ranking. The findings reflect a ranking of games allowing us to suggest that the nature of the game (simulation, adventures, platforms or questions) does not determine the quality of the game, although generally simulations and adventure games are placed in a range of medium-or high-quality, as well as those games that pursue objectives related to the design and management of a territory in a sustainable way. The paper provides teachers with quality criteria based on narrative and gameplay that complement and enrich the pedagogical dimension.
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Las narrativas digitales, por sus características intrínsecas, están abriendo campos de interés educomunicativo en algunas temáticas que requieren compromiso y acción social. El cambio climático, por sus dimensiones globales, requiere de... more
Las narrativas digitales, por sus características intrínsecas, están abriendo campos de interés educomunicativo en algunas temáticas que requieren compromiso y acción social. El cambio climático, por sus dimensiones globales, requiere de una nueva forma de acción ciudadana para la que las nuevas generaciones están llamadas a actuar. El presente estudio trata de abordar cuales son los aspectos educomunicativos extraídos de Jóvenes Frente el Cambio Climático (JFCC), un proyecto transmedia e interactivo que comporta una doble perspectiva: educar en medios de comunicación y educar con los medios. Partiendo del supuesto de que JFCC es un proyecto con un gran
potencial educomunicativo, y de cara a evaluar los valores añadidos del mismo, basamos nuestra metodología en el análisis descriptivo-cualitativo de la plataforma web así como en el uso de la entrevista.
potencial educomunicativo, y de cara a evaluar los valores añadidos del mismo, basamos nuestra metodología en el análisis descriptivo-cualitativo de la plataforma web así como en el uso de la entrevista.
Research Interests:
Research Interests:
Countries around the world are expected to speed up the process of an energy transition towards cleaner energy solutions as a way to achieve sustainability and fight against climate change. Education plays an important role in this... more
Countries around the world are expected to speed up the process of an energy transition towards cleaner energy solutions as a way to achieve sustainability and fight against climate change. Education plays an important role in this process, informing and increasing understanding on the benefits and challenges of energy efficiency and renewable energy, especially among young people. In search of innovative approaches, there is increasing attention for game-based learning as an
innovative education strategy among scholars and practitioners. In this paper, we present “We-Energy Game” as an innovative educational strategy which makes use of game-based learning to create understanding on the challenges in the provision of affordable energy from renewable sources for an entire town. In addition to introducing the game, a study is presented on the effects of the game on students´ awareness on the energy transition, self-efficacy, and collective efficacy. For that purpose, a survey is conducted with 100 bachelor (Dutch and international) students aged between 18 and 30 years old, at Hanze University of Applied Sciences, before and after playing the game. We also conducted a group discussion with a smaller group of students to understand their opinion about the game. Results reveal an increase in awareness about the energy transition: in a smaller degree, we
observe slightly increase in collective efficacy compared to self-efficacy. From the group discussion, findings reveal that the game makes students reflect on the complexity of the process and need for
collaboration among different stakeholders.
innovative education strategy among scholars and practitioners. In this paper, we present “We-Energy Game” as an innovative educational strategy which makes use of game-based learning to create understanding on the challenges in the provision of affordable energy from renewable sources for an entire town. In addition to introducing the game, a study is presented on the effects of the game on students´ awareness on the energy transition, self-efficacy, and collective efficacy. For that purpose, a survey is conducted with 100 bachelor (Dutch and international) students aged between 18 and 30 years old, at Hanze University of Applied Sciences, before and after playing the game. We also conducted a group discussion with a smaller group of students to understand their opinion about the game. Results reveal an increase in awareness about the energy transition: in a smaller degree, we
observe slightly increase in collective efficacy compared to self-efficacy. From the group discussion, findings reveal that the game makes students reflect on the complexity of the process and need for
collaboration among different stakeholders.