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.