5,321 research outputs found

    Gamificacion in education and active methodologies at Higher education

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    In recent years, there has been an increasing interest in applying Gamification in Education, which can be defined as the application of game design elements to learning activities. Its purpose is to motivate students by creating an engaging learning experience that can keep students focused on the learning task and its application in the classroom, is still in its emergent stages. Gamification is a great challenge for education, particularly in Higher Education Institutions (HEI) in such a traditional context, as is the case with courses like Management and Administration Business, Finance and Accounting, Marketing and Market Research, Chemistry, Accounting and Administration and Business Communication. This paper presents a study, applied in the 2016/2017 and 2017/2018 academic years, in which the teaching method focuses on a blended learning approach, through the implementation of a flipped classroom model and also through the introduction of online gamification activities such Kahoot! application. Kahoot is a game-based learning platform, used as educational technology that can easily be used for initial, formative and summative assessment of students’ knowledge using individual or collaborative team work mode, adding vitality, student engagement, and also meta-cognitive supports to higher education classrooms with limited instructor or student training required. The participants, in the study, were about 3 000 students of 17 different subjects from the aforementioned courses, of the Malaga University and Polytechnic of Porto. The results of this study suggest that this model improves student learning and are of relevance to researchers, educators and game-based learning designers.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tec

    Active methodologies in incoming programming classes

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    Innovative approaches in teaching programming have been required to improve the success of incoming programming students. This work presents the initial results of a teaching strategy implemented in the Algorithms subject of a Computer Science course. Ninety-five students, enrolled in this subject during the first semester of the course, participated in the research. The reported activity is related with active methodologies of teaching and Problem-Based Learning, being developed on the first day of class in groups of up to five students. The activity was based in two actions: 1) answering a questionnaire associating computing elements to daily life routines; and, 2) even without programming concepts knowledge, develop a smartphone application. Each group received a questionnaire containing 19 questions, divided into four blocks. What can be perceived with the accomplishment of this work, was the enthusiasm, motivation and engagement of the students who, even being unknown from each other, organized themselves in the groups and researched the necessary strategies to complete the challenge. The teacher acted as an advisor in the teaching process, conducting the experiment in order to lead students to find the solution.This work has been supported by FCT - Fundação para a Ciência e Tecnologia within the Projects Scopes: UIDB/05757/2020 and UIDB/00319/2020.info:eu-repo/semantics/publishedVersio

    Active Methodologies for the Promotion of Mathematical Learning

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    In recent years, the methodologies of teaching have been in a process of transition. Multiple active methodologies have proliferated, with the aim of changing the concept we have had of teaching so far. These advocate for a student who plays a leading role in the process of building learning, while the teacher acts as a figure who facilitates and glimpses the paths to learning. In order to be able to carry out this type of teaching in an optimal way, it is necessary for the teaching and research community to be correctly trained in its pedagogical principles and in the tools that boost its implementation. Among these principles and tools, it is of vital importance that information and communication technologies (ICT) be adequately handled. The use of active methodologies (project-based learning, problem-based learning, service learning, flipped classroom, mobile learning, etc.) or innovative pedagogical approaches (simulation, role-playing, gamification, etc.) promotes an improvement in the motivation of students as well as their skills. This aspect is especially important in the area of mathematics, whose contents are characterized by their abstraction, thus highlighting the need for its dynamization in classrooms of different educational stages

    Improving future teachers’ digital competence using active methodologies

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    Contemporary society demands a university education based on active and participatory educational models that enable the development of competences, with digital competence being amongst the most demanded ones. This work presents the results of an educational innovation at the university level. It intends to analyse whether the implementation of an active methodology supported by technological tools in a virtual classroom contributes to students’ digital development. A quantitative methodology with a pre-experimental pretest-posttest design was used. The sample comprised 30 students studying the Curriculum Design module on the Biology and Geology Specialism of the Master’s in Teacher Training at the Universidad Internacional de la Rioja. The results show an improvement in the five areas of the digital competence specified by the Common Framework for Teachers’ Digital Competence (MCCDD) established by Spain’s National Institute of Educational Technologies and Teacher Training (INTEF), with a large effect size. It is concluded that the educational experiment implemented has enabled an increment in the level of digital competence of future teachers

    Active Teaching Methodologies Improve Cognitive Performance and Attention-Concentration in University Students

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    The scientific literature shows a beneficial association between active methodologies and cognitive variables in university students. The purpose of this research was to determine the relationship between active methodologies in Physical Education and attention and concentration in a group of university students A total of forty-four undergraduate students from Pontifical University of Comillas of the Balearic Islands, Palma de Mallorca, Spain, participated in the present investigation (age: 20.48 +/- 1.37 years; height: 170.77 +/- 9.11 cm; weight: 68.84 +/- 8.29 kg; body mass index: 23.51 +/- 1.54). A D2 attention test was used to analyse their selective attention and concentration. Active methodologies were used to improve the students' physical fitness, reflected in their VO2max, which was evaluated using an incremental cycloergometer test. A correlation analysis performed between the active methodologies used to improve physical fitness measures and the D2 test revealed a negative moderate correlation between HRmax and TR, TA and TR- (r = -0.30, p = 0.04; r = -0.38, p = 0.01; and r = -0.35, p = 0.02, respectively), and a positive moderate correlation between HRmax and C (r = -0.32, p = 0.03). Finally, a negative moderate correlation was found between VT and C (r = -0.48, p = 0.001). This correlation analysis was reinforced by the results of a regression analysis. In summary, the present research revealed that university students with better aerobic fitness, achieved through active methodologies and reflected in VT and higher HRmax, obtained better values in TA, TR and C. University students should be encouraged to engage in regular physical activity through active methodologies that tend to increase physical fitness

    Active methodologies for deep learning in sustainable development goals

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    [EN] The general objective of this project was to improve the quality of student learning, from the point of view of a global objective, sustainable development, and therefore aligned with the SDGs (Sustainable Development Goals). It is intended that students achieve deep learning in this area, favouring the transfer of the knowledge acquired to their future professional and social life. This deep learning promotes the integral development of the student, not only from an academic point of view, but also social and ecological. Project Based Learning (PBL), as an active learning methodology, is being widely used as a deep learning strategy. In this project, it has been used in several subjects, from different degrees, schools, and campus. The learning strategies have been evaluated by means of a learning evaluation questionnaire (CEVEAPEU) before and after the application of the PBL. In addition, student satisfaction and generic skills (i.e. ethical, environmental and professional responsibility) have been assessed. The project aims to find a solution a specific real case, such as an environmental or social problem. The results show that PBL has favoured the cooperative work of students and has increased their motivation. The students could select the topics that interest them the most and that they consider important in their professional future. They have worked collaboratively and actively, planning the project, making decisions, implementing it, and evaluating it. The students have ¿acted¿ and the teachers have been advisors or guides, thus promoting intrinsic motivation. This active methodology has allowed students to learn in a collaborative and cooperative way, fostering their motivation and achieving deep learning in environmental aspects.The project of innovation and educational improvement in which this communication is framed has received financial support from the Institute of Education Sciences (ICE) of the Universitat Politècnica de València (UPV) Proyecto de Innovación y Mejora Educativa (PIME/19-20/174 ), Objetivo Agenda 2030 y UPV 2020: Aprendizaje ambiental profundo en la UPV.Romero Gil, I.; Paches Giner, MAV.; Sebastiá-Frasquet, M.; Hernández Crespo, C. (2021). Active methodologies for deep learning in sustainable development goals. IATED Academy. 5506-5513. https://doi.org/10.21125/inted.2021.1115S5506551

    Active Methodologies: From Text to Context - A Possible Approach

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    The article active methodology: From the text to the context - A possible approach - consists of a bibliographic essay that relates didactic procedures denominated of active methodologies with the epistemological principles of the main progressive pedagogical tendencies, giving them theoretical and scientific support and constituting like a methodological didactic alternative capable of satisfying the peculiarities of the current social context and pedagogical relations that values the student and places it at the center of the process of teaching and learning meaningful .. The study searches in the studies of authors that resort to the basic assumptions of the New School Movement (From the late nineteenth century and early twentieth century) and from Vygotsky\u27s Theories (1896-1934), Dewey (1859-1952), Ausubel (1918-2008) and Paulo Freire (1921-1997) and their association of principles in active methodologies as well as technically sound didactic procedures that can be pedagogical practices

    Active Methodologies in Teaching Human Anatomy: An Integrative Review

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    Human anatomy is one of the fundamental disciplines for the training of health professionals, especially in the medical field. Its didactic origin is based on the European school where the body was dissected in amphitheaters and anatomical knowledge was transmitted from the teacher to his students. With the restructuring of medical curricula, and the use of active methodologies, seeking to make the student the center of the learning process, anatomy started to be taught in another way. This study carries out an integrative review in the Scielo, Science Direct and Google Scholar databases, from 2015 to 2020, about the active methodologies used in the teaching of human anatomy for the medical course. The PICo strategy was used to form the guiding question and the results were presented through the Prisma Flow diagram. It was found that there are a number of tools and strategies that can be used aiming at the active teaching of human anatomy, however, a common point observed in most works is the approach of joint use with cadavers and anatomical parts, thus seeking to stimulate the development of the skills and competences of medical students

    Impact indicators of educational innovations based on active methodologies

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    "Think global, act locally" is one of the phrases that define the idea of any innovation. It denotes that the impact must be global and contribute to the advancement of knowledge in a specific sector, for example. The innovation applied in the classroom is known as “teaching educational innovation” and thinking in global is complicated because innovation is carried out in a specific subject. Specific contexts have needs and conditions that difficult the transference outside the subject itself. This work provides a method to consider any teaching educational innovation in global terms, even before knowing the specific innovation method to apply. In this way, transferability would be enhanced and the global impact on the change of the educational model would be improved. For this purpose, a study has been carried out with more than 85 professors from different universities. The objective of the study is to show that they have a common vision on the indicators to measure the leaning impact when they apply teaching educational innovation in their own subjects

    Gamification in education and active methodologies at higher education

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    In recent years, there has been an increasing interest in applying Gamification in Education, which can be defined as the application of game design elements to learning activities. Its purpose is to motivate students by creating an engaging learning experience that can keep students focused on the learning task and its application in the classroom, is still in its emergent stages. Gamification is a great challenge for education, particularly in Higher Education Institutions (HEI) in such a traditional context, as is the case with courses like Management and Administration Business, Finance and Accounting, Marketing and Market Research, Chemistry, Accounting and Administration and Business Communication. This paper presents a study, applied in the 2016/2017 and 2017/2018 academic years, in which the teaching method focuses on a blended learning approach, through the implementation of a flipped classroom model and also through the introduction of online gamification activities such Kahoot! application. Kahoot is a game-based learning platform, used as educational technology that can easily be used for initial, formative and summative assessment of students’ knowledge using individual or collaborative team work mode, adding vitality, student engagement, and also meta-cognitive supports to higher education classrooms with limited instructor or student training required. The participants, in the study, were about 3 000 students of 17 different subjects from the aforementioned courses, of the Malaga University and Polytechnic of Porto. The results of this study suggest that this model improves student learning and are of relevance to researchers, educators and game-based learning designers.info:eu-repo/semantics/publishedVersio
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