Publicaciones en las que colabora con José Manuel Aguilar Parra (21)

2024

  1. Gamification to engage healthy habits in socially deprived secondary school students

    Retos: nuevas tendencias en educación física, deporte y recreación, Núm. 53, pp. 539-546

2022

  1. A Systematic Review of Gamification as a Playful Strategy to Prevent Bullying

    Environment and Social Psychology, Vol. 7, Núm. 2, pp. 38-50

  2. A Web-Based Escape Room to Raise Awareness About Severe Mental Illness Among University Students: Randomized Controlled Trial

    JMIR Serious Games, Vol. 10, Núm. 2

  3. Acquisition of Learning and Empathy Towards Patients in Nursing Students Through Online Escape Room: An Exploratory Qualitative Study

    Psychology Research and Behavior Management, Vol. 15, pp. 103-110

  4. Factores determinantes en el desarrollo de la conducta agresiva en centros educativos

    Cuestiones relativas a la inclusión de colectivos vulnerables (Dykinson), pp. 76-89

  5. Gamification and family leisure to alleviate the psychological impact of confinement due to COVID-19

    Children and Society, Vol. 36, Núm. 4, pp. 433-449

  6. Intimidación y ciberacoso hacia el alumnado del colectivo LGTBI

    Cuestiones relativas a la inclusión de colectivos vulnerables (Dykinson), pp. 9-18

  7. Let's save the kingdom! The impact of gamification on flow and academic achievement in secondary school students

    Let's save the kingdom! The impact of gamification on flow and academic achievement in secondary school students

  8. Let's save the kingdom! The impact of gamification on flow and academic achievement in secondary school students

    Let's save the kingdom! The impact of gamification on flow and academic achievement in secondary school students

  9. Play and learn: influence of gamification and game-based learning in the reading processes of secondary school students

    Revista de psicodidáctica, Vol. 27, Núm. 1, pp. 38-46

  10. Relationship between Emotional Intelligence, Victimization, and Academic Achievement in High School Students

    Social Sciences, Vol. 11, Núm. 6

  11. The use of digital escape rooms in nursing education

    BMC Medical Education, Vol. 22, Núm. 1