In the academic context of art and design, we face the challenge of obtaining levels of excellence in the quality and creativity of the proposals and products we develop as quickly as possible. As twenty-first-century students don’t like to get their hands dirty, professors of Tecnológico de Monterrey decided to give motor interaction back to students through contemporary technological tools.
Educational institutions must commit to recognize and respond to students’ diversity, needs, the way they relate to each other and the social dynamics they experience in their communities. An example is the case of Colombia, where schools from Bogota receive all the displaced students who arrive requesting enrollment.
Less than 5% of the executives in the world’s leading firms are women. Against this background, interesting initiatives have gradually been promoted seeking to boost the talent of women, particularly in science and technology, such as Women Techmakers, Girls in Tech, Women Who Code, and GeekGirlsMx.
One essential need for almost every teacher at the beginning of the course is to get to know their students as soon as possible in order to channel pedagogical strategies that will lead to better learning. To address this challenge, Tecnológico de Monterrey professors developed a predictive model based on machine learning that, with the help of artificial intelligence, predicts students’ grades for homework, quizzes, and even partial evaluations.
As part of the implementation of a competency-based model, financial laboratories offer several benefits for learning. Teachers can complement their practice by encouraging students to put the theoretical concepts and examples completed in class into practice in a real environment, thereby, students will be able to develop better skills for financial analysis and decision-making.
An open teaching practice incorporates students as part of a community where collaborative learning is fostered and cross-curricular skills in written and oral communication are developed. In addition, online publications related to the contents of the courses are encouraged, allowing students to develop their own digital portfolio.
Many of us find mathematics very difficult, so the thought of studying a subject related to this discipline terrifies us. The idea of MATECS arose to address this concern. It consists of the development of applications from diverse areas of knowledge, including Mathematics, Electronic Technologies and Computer Science.
An individual’s reading competency is fundamental to the development of his or her learning process. As part of the program "Pasión por la lectura" (Passion for Reading), Tecnológico de Monterrey students developed two technological solutions that use virtual reality, augmented reality, and gamification elements to foster reading.
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.