Active Methodologies for the Promotion of Mathematical Learning
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...
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description | 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. |
doi_str_mv | 10.3390/books978-3-0365-4180-8 |
format | Book |
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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.</description><identifier>ISBN: 3036541799</identifier><identifier>ISBN: 9783036541792</identifier><identifier>ISBN: 9783036541808</identifier><identifier>ISBN: 3036541802</identifier><identifier>DOI: 10.3390/books978-3-0365-4180-8</identifier><language>eng</language><publisher>MDPI - Multidisciplinary Digital Publishing Institute</publisher><subject>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 and Interdisciplinary subjects ; Research and 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 ; university ; university level ; videogame ; vocational training</subject><creationdate>2022</creationdate><tpages>344</tpages><format>344</format><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>306,780,784,786,27925,55310</link.rule.ids></links><search><contributor>Fernández-Martín, Francisco D</contributor><contributor>Romero-Rodríguez, José-María</contributor><contributor>Navas-Parejo, Magdalena Ramos</contributor><contributor>Gómez-García, Gerardo</contributor><title>Active Methodologies for the Promotion of Mathematical Learning</title><description>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.</description><subject>active learning</subject><subject>active methodologies</subject><subject>active methodology</subject><subject>adults</subject><subject>afective domain</subject><subject>affective domain</subject><subject>arithmetic word problems</subject><subject>augmented reality</subject><subject>b-learning</subject><subject>case studies</subject><subject>complexity</subject><subject>computational thinking</subject><subject>constructivism</subject><subject>e-learning</subject><subject>early childhood education</subject><subject>education</subject><subject>educational experimentation</subject><subject>educational games</subject><subject>educational innovation</subject><subject>educational robotics</subject><subject>educative innovation</subject><subject>elementary school</subject><subject>emerging methodology</subject><subject>engineering students</subject><subject>escape room</subject><subject>EXPLORIA</subject><subject>Flipped Classroom</subject><subject>flipped learning</subject><subject>formative assessment</subject><subject>fraction operator</subject><subject>game-based learning</subject><subject>gamification</subject><subject>Geogebra AR</subject><subject>good practices in mathematics education</subject><subject>higher education</subject><subject>ICT</subject><subject>influencing factors</subject><subject>learning</subject><subject>learning environments</subject><subject>learning opportunities</subject><subject>learning through video games</subject><subject>learning-teaching</subject><subject>leisure-time education</subject><subject>mathematical education</subject><subject>mathematical modeling</subject><subject>mathematical teaching methodologies</subject><subject>mathematics</subject><subject>mathematics achievement</subject><subject>mathematics education</subject><subject>mathematics learning</subject><subject>methodological contrast</subject><subject>modeling projects</subject><subject>MOOC</subject><subject>musical activities</subject><subject>new teaching techniques</subject><subject>preschool</subject><subject>problem-solving</subject><subject>reading comprehension</subject><subject>real-valued functions</subject><subject>Reference, Information and Interdisciplinary subjects</subject><subject>Research and information: general</subject><subject>secondary education</subject><subject>social sciences</subject><subject>solving problem</subject><subject>spatial intelligence</subject><subject>STEAM</subject><subject>STEAM education</subject><subject>STEM</subject><subject>structural equation modelling (SEM)</subject><subject>students</subject><subject>students’ access to MOOC</subject><subject>systematic review</subject><subject>teacher education</subject><subject>teachers’ knowledge</subject><subject>teaching differential equations</subject><subject>teaching mathematics</subject><subject>technological environment</subject><subject>thema EDItEUR</subject><subject>university</subject><subject>university level</subject><subject>videogame</subject><subject>vocational training</subject><isbn>3036541799</isbn><isbn>9783036541792</isbn><isbn>9783036541808</isbn><isbn>3036541802</isbn><fulltext>true</fulltext><rsrctype>book</rsrctype><creationdate>2022</creationdate><recordtype>book</recordtype><sourceid>V1H</sourceid><recordid>eNotj9tKxDAURQMiqON8gSD5gehpT9IkTzIM3qCDwsz7kDQnnWqnR9ri93t92qz1sGALcV3ADaKH28j8PnnrFCrAyihdOFDuRFzgD-rCen8mltP0BgClB2-tPxd3q2buPkluaD5w4p7bjiaZeZTzgeTryEeeOx4kZ7kJ3-oY5q4JvawpjEM3tJfiNId-ouX_LsT24X63flL1y-PzelWrFssSVI7oQjKobZWd96YgZ8E67U1JTbaJsIIAJleOMCSITUqBqmhT0rGIuBBXf1UOHzTsE4ffs3unjXf4BdPHSXU</recordid><startdate>2022</startdate><enddate>2022</enddate><general>MDPI - Multidisciplinary Digital Publishing Institute</general><scope>V1H</scope></search><sort><creationdate>2022</creationdate><title>Active Methodologies for the Promotion of Mathematical Learning</title></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-g3220-fb38ad53476f89951e870784952ecf7de360a05f68e3ad0bcddae6b7dd4b1b3</frbrgroupid><rsrctype>books</rsrctype><prefilter>books</prefilter><language>eng</language><creationdate>2022</creationdate><topic>active learning</topic><topic>active methodologies</topic><topic>active methodology</topic><topic>adults</topic><topic>afective domain</topic><topic>affective domain</topic><topic>arithmetic word problems</topic><topic>augmented reality</topic><topic>b-learning</topic><topic>case studies</topic><topic>complexity</topic><topic>computational thinking</topic><topic>constructivism</topic><topic>e-learning</topic><topic>early childhood education</topic><topic>education</topic><topic>educational experimentation</topic><topic>educational games</topic><topic>educational innovation</topic><topic>educational robotics</topic><topic>educative innovation</topic><topic>elementary school</topic><topic>emerging methodology</topic><topic>engineering students</topic><topic>escape room</topic><topic>EXPLORIA</topic><topic>Flipped Classroom</topic><topic>flipped learning</topic><topic>formative assessment</topic><topic>fraction operator</topic><topic>game-based learning</topic><topic>gamification</topic><topic>Geogebra AR</topic><topic>good practices in mathematics education</topic><topic>higher education</topic><topic>ICT</topic><topic>influencing factors</topic><topic>learning</topic><topic>learning environments</topic><topic>learning opportunities</topic><topic>learning through video games</topic><topic>learning-teaching</topic><topic>leisure-time education</topic><topic>mathematical education</topic><topic>mathematical modeling</topic><topic>mathematical teaching methodologies</topic><topic>mathematics</topic><topic>mathematics achievement</topic><topic>mathematics education</topic><topic>mathematics learning</topic><topic>methodological contrast</topic><topic>modeling projects</topic><topic>MOOC</topic><topic>musical activities</topic><topic>new teaching techniques</topic><topic>preschool</topic><topic>problem-solving</topic><topic>reading comprehension</topic><topic>real-valued functions</topic><topic>Reference, Information and Interdisciplinary subjects</topic><topic>Research and information: general</topic><topic>secondary education</topic><topic>social sciences</topic><topic>solving problem</topic><topic>spatial intelligence</topic><topic>STEAM</topic><topic>STEAM education</topic><topic>STEM</topic><topic>structural equation modelling (SEM)</topic><topic>students</topic><topic>students’ access to MOOC</topic><topic>systematic review</topic><topic>teacher education</topic><topic>teachers’ knowledge</topic><topic>teaching differential equations</topic><topic>teaching mathematics</topic><topic>technological environment</topic><topic>thema EDItEUR</topic><topic>university</topic><topic>university level</topic><topic>videogame</topic><topic>vocational training</topic><toplevel>online_resources</toplevel><collection>DOAB: Directory of Open Access Books</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Fernández-Martín, Francisco D</au><au>Romero-Rodríguez, José-María</au><au>Navas-Parejo, Magdalena Ramos</au><au>Gómez-García, Gerardo</au><format>book</format><genre>book</genre><ristype>BOOK</ristype><btitle>Active Methodologies for the Promotion of Mathematical Learning</btitle><date>2022</date><risdate>2022</risdate><isbn>3036541799</isbn><isbn>9783036541792</isbn><isbn>9783036541808</isbn><isbn>3036541802</isbn><abstract>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.</abstract><pub>MDPI - Multidisciplinary Digital Publishing Institute</pub><doi>10.3390/books978-3-0365-4180-8</doi><tpages>344</tpages><oa>free_for_read</oa></addata></record> |
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subjects | 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 and Interdisciplinary subjects Research and 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 university university level videogame vocational training |
title | Active Methodologies for the Promotion of Mathematical Learning |
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