Training entrepreneurs in this new age has become a real challenge for educational institutions. Based on this context, we developed an innovation model that integrates five key elements for defining and structuring comprehensive social entrepreneurship projects with a human focus
Enjoy English is a platform that combines elements of gamification and flexible learning with feedback in real time with the goal of supporting and improving the learning of a foreign language outside the classroom. The tool allows teachers to enroll their students, add their own tests, and visualize the results without the need of an administrator.
Inspired by Isaac Asimov’s "Foundation", Professor Ernesto Pacheco developed LOST (Logistics Simulator) with the aim of understanding how people make decisions in the area of logistics. The game fosters the integration of different elements to enhance the learning experience and make it possible to detect areas of opportunity.
The simulator is a technological tool that complements the classic case method and supports the development of individual learning. The simulator-based gaming experience allows students to determine the possible effects of their decisions and the impact generated.
Personalized and immediate attention is an area of opportunity that many education-oriented technology institutions and companies have begun to explore. The Project “Avatar Professor”, a telepresence model developed at Tecnológico de Monterrey, offers the experience of having a professor in holographic form in the classroom, providing virtual mobility from anywhere in the world with real-time, personalized interaction with students, delivering a social presence in the classroom.
The habit of reading has become a competency very few people develop or maintain in the 21st century, yet, it is as important as ever. In this article, we provide the different levels, skills, and factors that affect reading comprehension. Understanding these aspects is fundamental for teachers and students in order to improve the results of reading appropriation.
With students eager to learn how to use and apply technology, and with the aim of providing them with the practice they need, we run the risk of overshadowing the fundamentals of education and forgetting that the basis of knowledge must be understood and mastered first in order to make the most out of technology.
Experiential learning is an effective way to impart knowledge and develop competencies in every field of knowledge but it is essential in the field of engineering. Students retain and remember theoretical knowledge more easily when it is backed up with projects, experiences or actual practices.
User-focused urban planning and design can no longer be taught based solely on theoretical metadata. Learning must be based on the student’s experience to understand and resolve a more complex reality by using a combination of research tools and analysis.
A group of professors created an educational innovation model that helps teachers to facilitate student learning through the development of creativity in how, when and where learning is generated, along with integrating challenging and interactive experiences.
Have you thought about how easy it is today to take a course and learn something new? We owe a large part of this to the Internet. Learning from courses offered online is becoming increasingly common and the range of such courses has grown considerably since its emergence.
The mobile application market has been the fastest growing productive sector in the history of mankind, unsurprisingly permeating the educational environment to create what is now known as mobile learning or M-learning.
GeoGebra is a free mathematics software that offers the possibility of using geometry and algebra together to solve complex problems. The software addresses math problems in a creative, original way that will motivate even the most reluctant student to engage in this subject .
Advances in wearable technology are making possible to use such devices to generate practical learning experiences for classes that are traditionally taught in a theoretical or explicatory manner. Providing enhanced mobility, wearables can turn into mobile laboratories.
Today, students use digital tools in every aspect of their lives, for communication, socialization, entertainment, organization and learning. Therefore, the design of effective digital spaces and tools has become extremely important in terms of pedagogy.
The classroom is no longer a solar system, but has become the universe brimming with beautiful stars that are about to be born and teachers have a new mission: to guide students toward the discovery of their light.
The growing worldwide concern for fostering science and engineering education has led many universities and institutions to design programs that will increase children’s interest in these fields and, in particular, encourage girls to enter the realm of science. Photo credit: Women in STEM Introducing Girls to Engineering / Wikimedia Commons.
Today, higher education is facing the challenge of a globalized environment and a growing need to innovate in teaching-learning processes in order to produce the professionals demanded by the changing world of work. In the future, a new way of producing significant experiences for students will be through instant learning, also known as “ultrafast cognition”.
Is it possible to carry out educational projects based on technological replication? The answer to this question is definitely, yes, it is possible. You can challenge students with an existing technological development where they can understand how it works.