Raquel Hijón-Neira

Orcid: 0000-0003-3833-4228

According to our database1, Raquel Hijón-Neira authored at least 38 papers between 2007 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Online presence:

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Bibliography

2024
The Enhancement of Statistical Literacy: A Cross-Institutional Study Using Data Analysis and Text Mining to Identify Statistical Issues in the Transition to University Education.
Inf., September, 2024

Fostering computational thinking with simulated 3D robots in secondary education.
Comput. Appl. Eng. Educ., July, 2024

A First Approach to Co-Design a Multimodal Pedagogic Conversational Agent with Pre-Service Teachers to Teach Programming in Primary Education.
Comput., March, 2024

2023
Prototype of a Recommendation Model with Artificial Intelligence for Computational Thinking Improvement of Secondary Education Students.
Comput., June, 2023

Improving CS1 Programming Learning with Visual Execution Environments.
Inf., 2023

Educational Video Game "Statistical Scratch" for teaching Statistics.
Proceedings of the International Symposium on Computers in Education, 2023

Reto de ecuaciones, an App to Support Mathematics Lessons.
Proceedings of the International Symposium on Computers in Education, 2023

2022
A Review of International Models of Computer Science Teacher Education.
Proceedings of the 2022 Working Group Reports on Innovation and Technology in Computer Science Education, 2022

Models for Computer Science Teacher Preparation: Developing Teacher Knowledge.
Proceedings of the ITiCSE 2022: Innovation and Technology in Computer Science Education, Dublin, Ireland, July 8, 2022

2021
Analysis of Three Methodological Approaches in the Use of Gamification in Vocational Training.
Inf., 2021

A Guided Scratch Visual Execution Environment to Introduce Programming Concepts to CS1 Students.
Inf., 2021

Mobile Learning to Support Computational Thinking in Initial Teacher Education: A Case Study.
Int. J. Mob. Blended Learn., 2021

Developing and Assessing Computational Thinking in Secondary Education using a TPACK Guided Scratch Visual Execution Environment.
Int. J. Comput. Sci. Educ. Sch., 2021

Using an Online Serious Game to Teach Basic Programming Concepts and Facilitate Gameful Experiences for High School Students.
IEEE Access, 2021

2020
Can computational thinking be improved by using a methodology based on metaphors and scratch to teach computer programming to children?
Comput. Hum. Behav., 2020

What Perception Do Students Have About the Gamification Elements?
IEEE Access, 2020

Gamification and Computer Science Students' Activity.
IEEE Access, 2020

The Effects of a Visual Execution Environment and Makey Makey on Primary School Children Learning Introductory Programming Concepts.
IEEE Access, 2020

Gamification Experience with Scratch in Teaching Programming in a Vocational Training Classroom.
Proceedings of the 22th International Symposium on Computers in Education, 2020

What Happens When Gamification Ends?
Proceedings of the Artificial Intelligence in Education - 21st International Conference, 2020

2019
Is the use of Makey Makey Helpful to Teach Programming Concepts to Primary Education Students?
Int. J. Online Pedagog. Course Des., 2019

Analysis of Gamification Elements. A Case Study in a Computer Science Course.
Proceedings of the Artificial Intelligence in Education - 20th International Conference, 2019

2018
A Methodology Proposal Based on Metaphors to Teach Programming to Children.
Rev. Iberoam. de Tecnol. del Aprendiz., 2018

How Gamification Impacts on Vocational Training Students.
Proceedings of the Artificial Intelligence in Education - 19th International Conference, 2018

2017
A (Relatively) Unsatisfactory Experience of Use of Scratch in CS1.
Proceedings of the 5th International Conference on Technological Ecosystems for Enhancing Multiculturality, 2017

2016
Recursion Removal as an Instructional Method to Enhance the Understanding of Recursion Tracing.
IEEE Trans. Educ., 2016

Active learning through collaborative knowledge building using an automatic free-text scoring system in a b-learning environment.
Behav. Inf. Technol., 2016

2014
Game programming for improving learning experience.
Proceedings of the Innovation and Technology in Computer Science Education Conference 2014, 2014

Merlin-know, an interactive virtual teacher for improving learning in Moodle.
Proceedings of the IEEE Frontiers in Education Conference, 2014

Serious games for motivating into programming.
Proceedings of the IEEE Frontiers in Education Conference, 2014

Web Accessibility of Mobile and Desktop Representations.
Proceedings of the BCS-HCI 2014 Proceedings of the 28th International BCS Human Computer Interaction Conference, 2014

2013
Improving Students Learning Programming Skills with ProGames - Programming through Games System.
Proceedings of the Human-Computer Interaction - INTERACT 2013, 2013

Web Accessibility in Africa: A Study of Three African Domains.
Proceedings of the Human-Computer Interaction - INTERACT 2013, 2013

2011
A first step mapping IMS learning design and Merlin-Mo.
Proceedings of the 16th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education, 2011

Merlin-Mo, an interactions analysis system for Moodle.
Proceedings of the 16th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education, 2011

2008
A Comparative Study on the Analysis of Students Interactions in e-Learning.
Proceedings of the 8th IEEE International Conference on Advanced Learning Technologies, 2008

How to Improve Assessment of Learning and Performance through Interactive Visualization.
Proceedings of the 8th IEEE International Conference on Advanced Learning Technologies, 2008

2007
Assessing the Usability of a Cookies-Based Access Monitoring Tool for a CMS.
Proceedings of the 7th IEEE International Conference on Advanced Learning Technologies, 2007


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