A study on the status of active pedagogical principles to the teaching and learning of Mathematics in High Schools
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Mostrar el registro completo del ítemAutor(es):
Roa González, Julián; Díaz Palencia, José Luis; Sánchez Sánchez, Almudena; Lejárraga García, AnaFecha de publicación:
2022-12Resumen:
We are facing a new scenario where teachers of mathematics are re- quired to move towards incorporating active pedagogical principles into their classes. Nonetheless, such incorporation shall be done efficiently to support the development of multidimensional competencies, promot- ing, in the meanwhile, the use of technology and digitalization. At this point, several active pedagogical principles approaches have been widely analyzed and multiple researchers have concluded on their ad- vantages to drive the innovation in education. Along the presented anal- ysis the following active pedagogical principles approaches have been pursued: ‒ Cooperative learning that has been shown as a successful ped- agogy to enhance student interactions. ‒ Flipped classroom that permits to optimize the time of instruc- tion. ‒ Gamification that permits to emphasize motivation. ‒ Problem Based Learning and Project Based Learning that fo- cus on real life applicability of contents in a proper framework.
We are facing a new scenario where teachers of mathematics are re- quired to move towards incorporating active pedagogical principles into their classes. Nonetheless, such incorporation shall be done efficiently to support the development of multidimensional competencies, promot- ing, in the meanwhile, the use of technology and digitalization. At this point, several active pedagogical principles approaches have been widely analyzed and multiple researchers have concluded on their ad- vantages to drive the innovation in education. Along the presented anal- ysis the following active pedagogical principles approaches have been pursued: ‒ Cooperative learning that has been shown as a successful ped- agogy to enhance student interactions. ‒ Flipped classroom that permits to optimize the time of instruc- tion. ‒ Gamification that permits to emphasize motivation. ‒ Problem Based Learning and Project Based Learning that fo- cus on real life applicability of contents in a proper framework.
Palabra(s) clave:
Aprendizaje cooperativo
Innovación educacional
Aprendizaje basado en proyectos
Educación Secundaria
Gamificación
Aprendizaje basado en proyectos