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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.
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Keywords
- Active learning
- active methodologies
- active methodology
- adults
- afective domain
- affective domain
- arithmetic word problems
- augmented reality
- b-learning
- Case studies
- complexity
- Computational Thinking
- constructivism
- E-learning
- Early childhood education
- Education
- educational experimentation
- Educational games
- Educational innovation
- Educational Robotics
- educative innovation
- Elementary School
- emerging methodology
- engineering students
- escape room
- EXPLORIA
- Flipped classroom
- flipped learning
- Formative Assessment
- fraction operator
- game-based learning
- Gamification
- Geogebra AR
- good practices in mathematics education
- Higher Education
- ICT
- influencing factors
- Learning
- learning environments
- learning opportunities
- learning through video games
- learning-teaching
- leisure-time education
- Mathematical education
- mathematical modeling
- mathematical teaching methodologies
- Mathematics
- Mathematics achievement
- mathematics education
- mathematics learning
- methodological contrast
- modeling projects
- MOOC
- musical activities
- new teaching techniques
- preschool
- problem-solving
- Reading comprehension
- real-valued functions
- Reference, information & interdisciplinary subjects
- Research & information: general
- Secondary Education
- Social sciences
- solving problem
- spatial intelligence
- steam
- STEAM education
- stem
- structural equation modelling (SEM)
- Students
- students’ access to MOOC
- systematic review
- Teacher Education
- teachers’ knowledge
- teaching differential equations
- teaching mathematics
- technological environment
- thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GP Research and information: general
- university
- university level
- videogame
- vocational training