Portrait of Dr. Jorge Francisco Figueroa Flores

Dr. Jorge Francisco Figueroa Flores

  • VProv, Academic Innovation at Vice Prov, Academic Innovation

Scholarly and Creative Works

2023

2022

  • Marin, V., Sampedro, B. E., Ortega, J. M., & Figueroa Flores, J. F. (2022). Predictive factors of problematic smartphone use in young Spanish university students. Heliyon, 8(9). https://doi.org/10.1016/j.heliyon.2022.e10429
  • Lozada, V., Hansen-Thomas, H., Figueroa Flores, J. F., & Stewart, M. A. (2022). Bilingual Education during a Pandemic: Family Engagement. La educación bilingüe durante una pandemia: compromiso familiar. El Guiniguada, 31, 28–40. https://doi.org/10.20420/elguiniguada.2022.503
  • Figueroa Flores, J. F., Huffman, L., Lozada, V., & Rosa Davila, E. (2022). Adopting VR in the Classroom: Perceptions of bilingual and ESL education pre-service teachers. EDMETIC, 11. https://doi.org/10.21071/edmetic.v11i1.13610
  • Marin, V., Sampedro, B., & Figueroa Flores, J. F. (2022). Augmented Reality in the Secondary Education classroom: Teachers’ Visions. Contemporary Educational Technology, 14(2). https://doi.org/10.30935/cedtech/11523
  • Figueroa Flores, J. (2022). More than a game! Engaging emergent bilinguals via gamification.
  • Figueroa Flores, J. F., Huffman, L., Lozada, V., & Rosa Dávila, E. (2022). Adopting VR in the Classroom: Perceptions of bilingual and ESL education pre-service teachers. EDMETIC, 11(1), 10. https://doi.org/10.21071/edmetic.v11i1.13610

2021

2020

  • Rosa-Davila, E., Mercado-Sierra, M., Castillo, D., & Figueroa Flores, J. F. (2020). The Hidden Repercussions of Microaggressions on Individuals in Higher Education. Journal of Mental Health and Social Behavior, 2. https://doi.org/10.33790/jmhsb1100124
  • Figueroa Flores, J. F., & Huffman, L. (2020). Integrating AR and VR in Teacher Education: What Pre-service Teachers Perceive. Frontiers in Education Technology, 3. https://doi.org/10.22158/fet.v3n4p5
  • Courville-Myers, A., & Figueroa Flores, J. F. (2020). The Time Is Now: Modeling the Tenets of Critical Pedagogy for Our Future Teachers at Hispanic Serving Institutions. Education, Language, and Sociology Research, 1. https://doi.org/10.22158/elsr.v1n2p1
  • Figueroa Flores, J. (2020). Bridging the Language Gap with Emergent Technologies.

2019

  • Figueroa Flores, J. F., & Rosa-Davila, E. (2019). Educators Perspectives on Integrating Social Media to the ESL Classroom. World Journal of Educational Research, 6. https://doi.org/10.22158/wjer.v6n4p478

2018

2017

  • Salcedo, P., Pinninghoff, M. A., Contreras, R., & Figueroa Flores, J. F. (2017). An adaptive hypermedia model based on student’s lexicon. Expert Systems, 34(4). https://doi.org/10.1111/exsy.12222

2016

  • Figueroa Flores, J. F. (2016). Gamification and Game-Based Learning: Two Strategies for the 21st Century Learner. World Journal of Educational Research, 3. https://doi.org/10.22158/wjer.v3n2p507

2015

  • Figueroa Flores, J. F. (2015). Using the Web 2.0 to Enhance the Teaching and Learning Experience in the ESL Classroom. Revista Educao, Cultura e Sociedade, 5, 108–120.
  • Figueroa Flores, J. F. (2015). Using Gamification to Enhance Second Language Learning. Digital Education Review, (June 2015), 32–54. Retrieved from https://revistes.ub.edu/index.php/der/article/view/11912

2014

  • Marin, V., Gonzalez, I., & Figueroa Flores, J. F. (2014). Professional Competencies in the Field of Educational Psychology Seen From the Perspective of the Students. World Journal of Education, 4. https://doi.org/10.5430/wje.v4n6p1
  • Muñoz, J. M., Vega Gea, E., & Figueroa Flores, J. F. (2014). The Learning of Mind Mapping in Higher Education: A Comparative Study Between Universidad de Córdoba and Università di Roma-La Sapienza. European Researcher, 83, 1682–1693. https://doi.org/DOI:%2010.13187/er.2014.83.1682
  • Marin, V., & Figueroa Flores, J. F. (2014). The Development of Digital Competencies through Video Games. World Journal of Social Science, 2, 32–41. https://doi.org/10.5430/wjss.v2n1p32
  • Figueroa Flores, J. (2014). Motivando ambientes virtuales educativos a través de la Gamificación.