Biblio
“Adopting an immersive virtual reality system to enhance pre-service teachers’ communicative competence”, in 2022 International Conference on Advanced Learning Technologies (ICALT), 2022.
, “Computers or tablets? Choosing devices for educational videogames”, in 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), 2016.
, “ComunicArte: A Public Speaking Trainer in Virtual Reality”, in Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, New York, NY, USA, 2019. VS05.pdf (581.42 KB)
, “Dancing a treasure: A videogame to motivate young audiences toward Spanish dance”, in 26 th International Conference on Computers in Education, Taiwan, 2018.
, “Tackling the design and evaluation of a theater-based intelligent system to monitor audience experience in virtual public speaking settings”, in 2022 International Conference on Advanced Learning Technologies (ICALT), 2022.
, , “An Augmented Reality Experience for Generating New Audiences for Spanish Dance”, 29th International Conference on Computers in Education. Asia-Pacific Society for Computers in Education. 2021.
, “Comparison of a Tablet Versus Computer-Based Classical Theatre Game Among 8–13 Year Children”, IEEE Access, vol. 9, pp. 44283–44291, 2021.
, , “The courtesy of Spain: Theater for the new generations”, IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, vol. 13, pp. 102–110, 2018.
, “The Effectiveness of a Video Game as an Educational Tool in Incrementing Interest in Dance among Younger Generations”, Educational Technology & Society, vol. 25, 2022.
, “El videojuego como herramienta de alfabetización informacional en estudiantes universitarios”, Profesional de la información, vol. 31, 2022.
, “Virtual reality platform for teacher training on classroom climate management: evaluating user acceptance”, Virtual Reality, vol. 28, p. 78, 2024.
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