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Social appropriation of knowledge as a key factor for local development and open innovation: a systematic review
(MDPI AG, 2020-06-19)
The social appropriation of knowledge is an emerging descriptor in political agendas, since it drives social development and innovation. The relevance of this strategy lies mainly in the fact that scientific knowledge is ...
Using Robotics to Enhance Active Learning in Mathematics: A Multi-Scenario Study
(2020-12-04)
The use of technology, which is linked to active learning strategies, can contribute to better outcomes in Mathematics education. We analyse the conditions that are necessary for achieving an e ective learning of Mathematics, ...
Digital Gap in Universities and Challenges for Quality Education: A Diagnostic Study in Mexico and Spain
(MDPI, 2020-10-31)
The United Nations (UN) identifies four key elements as agents for change and for addressing societal challenges: education, research, innovation and leadership. The use of technology, from a pedagogical and organizational ...
Technological ecosystems that support people with disabilities: Multiple case studies
(Frontiers Media SA, 2021-02-25)
Advances in technology, research development, and teaching practices have brought improvements in the training, levels of autonomy, and quality of life of people who need support and resources appropriate to their circumstances ...
Research competencies to develop academic reading and writing: A systematic literature review
(Frontiers Media SA, 2021-01-18)
Rationale: The development of research skills in the higher education environment is a necessity because universities must be concerned about training professionals who use the methods of science to transform reality. ...
Characterization of the Teaching Profile within the Framework of Education 4.0
(MDPI journals, 2021-04-06)
The authors of the Education 4.0 concept postulated a flexible combination of digital literacy, critical thinking, and problem-solving in educational environments linked to real-world scenarios. Therefore, teachers have ...
Gamification: a new key for enhancing engagement in MOOCs on energy?
(Springer, 2021-06-15)
Gamification is an innovative educational strategy that uses elements of games for educational purposes, including the
completion of appealing challenges to increase student levels of engagement and learning. The objective ...
Trends for the Future of Education Programs for Professional Development
(MDPI journals, 2021-06-29)
Scientific and technological developments bring new requirements for university education and, particularly, the training of education professionals. There is a regular need to update curricula to integrate market trends ...
The core components of education 4.0 in higher education: Three case studies in engineering education
(2021-06-28)
Technological progress and its rapid evolution have positively affected the industrial sector and different productive/service sectors. One of the service-sectors that have benefited the most has been Education. In this ...
Gamification everywhere and at all times. Strategies to increase motivation and engagement in higher education chemistry students
(MDPI, 2021-10-16)
In the last year, educational experiences have become increasingly challenging due to teaching classes remotely. For this reason, it has been necessary to develop educational strategies that accompany the use of new ...