scholarly journals EVALUATION BY RUBRIC OF SOLIDARITY IN ACQUISITION SKILLS COLLEGE

2013 ◽  
Vol 52 (1) ◽  
pp. 92-104
Author(s):  
Francisco Manuel Morales Rodríguez

The European Higher Education Area involves major changes in the teaching-learning process for the acquisition of transversal skills, such as social and citizens. It establishes a need for active methods, learning and so to develop in students the ability to make decisions and learn independently, reflective and critical promoting these skills. Considering the importance of a program, training in values and ethics of solidarity that joins the university curriculum (educational innovation program, PIE10-127), we performed a comparative study on ethical issues in college students before and after of their application the program and an evaluation of effectiveness of different active methodologies to promote solidarity skills acquisition, and its impact on performance. Participants in this study were 4103 university students, aged 18 and 57, of the Faculty of Psychology and Educational Sciences of the University of Málaga (2010-2012). The results show an increase in the acquisition of skills solidarity, following the implementation of the program and that the methodologies employed active, positive impact on academic performance. The relevant conclusion obtained, points to the need to reinforce and develop these values solidarity actions in college. Key words: academic performance, active methods, values, solidarity.

2018 ◽  
Vol 1 (12) ◽  
Author(s):  
Adriana Macías Espinales

En el contexto de enseñanza-aprendizaje de las Matemáticas, la autora identificó el problema, bajo desempeño académico en estudiantes de Primero de Bachillerato General Unificado (1ero BGU), de ahí que surge la propuesta de implementar una innovación educativa cuyo objetivo se centró en mejorar el desempeño académico, en función del desarrollo de la competencia matemática: Plantear y Resolver Problemas, e incrementar la motivación por el aprendizaje, utilizando estrategias de Gamificación a través de la plataforma Rezzly. Con respecto a la metodología, se trató de una investigación-acción que aplicó el método teórico hipotético-deductivo con un enfoque Mixto (Cuantitativo y Cualitativo –transversal-); empleó un diseño pre-experimental con pre y pos prueba a un solo grupo de 49 participantes. Acerca de los resultados, la prueba t-Student para dos muestras relacionadas corroboró una variación en el desempeño académico de los estudiantes, antes y después de la innovación (preprueba: 3,91; posprueba: 8,33). Al final se concluyó que aplicar la estrategia de Gamificación como apoyo a las clases presenciales y con un papel protagónico en las clases virtuales desarrolla la competencia matemática: Plantear y Resolver Problemas, mejora el desempeño académico e incrementa la motivación en los estudiantes. Palabras claves: innovación educativa, innovación tecnológica, competencia matemática: Plantear y Resolver Problemas, motivación, Rezzly. Summary In the context of teaching-learning of Mathematics, the author identified the problem, under academic performance in First Unified General Baccalaureate students (1st BGU). Hence, the proposal to implement an educational innovation whose objective was focused on improving academic performance, based on the development of mathematical competence: pose and solve problems, and increase the motivation for learning, using Gamification strategies through the Rezzly platform. With respect to the methodology, it was an action research that applied the hypothetical-deductive theoretical method with a Mixed (Quantitative and Qualitative -transversal-) approach; used a pre-experimental design with pre and post test to a single group of 49 participants. About the results, the t-Student test for two related samples corroborated a variation in students' academic performance, before and after the innovation (pre-test: 3.91, post-test: 8.33). In the end it was concluded that applying the Gamification strategy as a support to face-to-face classes and with a leading role in the virtual classes develops the mathematical competence: pose and solve problems, improve academic performance and increase student motivation. Keywords: educational innovation, technological innovation, mathematical competence: pose and solve problems, motivation, Rezzly. PARTICIPACIÓN EN LA PUBLICACIÓN: Autor: Adriana Macías Espinales, MSc.


Author(s):  
Pedro Manuel Hernández-Castellano ◽  
María Dolores Marrero-Alemán ◽  
Rubén Paz-Hernández ◽  
Pablo Rubén Bordón-Pérez ◽  
Luis Adargoma Suárez-García ◽  
...  

The purpose of this chapter is to describe experience in the development, use, and evaluation of interactive didactic material oriented towards the ISO GPS system that has been introduced into recent academic courses of subjects of various engineering degrees at the University of Las Palmas de Gran Canaria. The Educational Innovation Group Ingeniería de Fabricación sought to generate a tool that would help students with a learning difficulty that had been identified as generalizable across various degree subjects. Student feedback was utilized in the development and evaluation of this didactic material. The results obtained allow us to confirm that the introduction of these materials has had a positive impact and that this preliminary experience of adaptive learning should be supplemented further in order to extend the significant improvement observed, both in the students' learning and the lecturers' teaching, in the last academic year.


2022 ◽  
pp. 28-49
Author(s):  
Sergio Alloza Castillo ◽  
Flavio Escribano ◽  
Óscar Rodrigo González López ◽  
María Buenadicha Mateos

The preconceived notion concerning negative effects of video games and students' academic performance is a widely known subject. However, some investigations explore the positive impact of video games on academic performance. With a sample of 247 university students, this chapter studies the perception of both gamers and non-gamers about soft skills and their current relevance in academic and professional fields. The possible relationships linking the intensity of the usage of video games, academic performance, and the perception concerning soft skills are investigated. The results expose a generalized positive perception respecting the relation between video games and the development of soft skills, specifically to the video game genre and its relevance and influence on academic performance, as well as gender differences, where women prevail in emotional and social managements, although this influence is not elevated.


2017 ◽  
Vol 13 (6) ◽  
pp. 106
Author(s):  
Marco Hjalmar Velasco Arellano ◽  
Carla Sofía Arguello Guadalupe ◽  
Mayra Mayra Elizabeth Caceres Mena ◽  
José Franklin Arcos Torres ◽  
Patricia del Lourdes Gallegos Murillo

This research work shows a comparative study between using and not using the electronic module called Funcimat and its incidence in the students’ academic performance. The students who were considered for this experiment belonged to the first semester of the Agronomy School. This group, which was divided in two, served as the experiment and the control samples. The experiment was based on the teaching – learning process of Mathematics. Funcimat was applied to one group, and the traditional methodology and techniques were applied to the other group. In order to demonstrate the hypothesis, the Chi squared test was applied to see the difference of proportions and correlation since the idea is to compare Funcimat incidence on the academic performance. The results obtained before and after the experiment determined that there are significant differences between the traditional methodology and the alternative guidelines. Funcimat allows the students to build their own reasoning scenario about mathematical reasoning. This way they develop knowledge and skills to solve each one of the proposed mathematical functions.


2021 ◽  
Vol 67 (2) ◽  
pp. 76-79
Author(s):  
George Nicola ◽  
◽  
Irina Maria Gheorghiu ◽  
Sanziana Scarlatescu ◽  
Paula Perlea ◽  
...  

The place of medical legislation in the university curriculum remains somehow uncertain and should be identified more clearly. A more robust knowledge base on the law is needed to enable medical students to develop sufficient legal competence to manage the challenges of future practice. Further research is needed to identify the most effective methods of teaching, learning and assessing legal knowledge and skills, during and after the completion of initial medical education. An in-depth analysis of resources shows that there is no robust evidence base that evaluates the impact in different curricular structures of the efficient methods in developing the knowledge, skills, attitudes, and behaviors needed in medical practice of student. Moreover, only a limited number of studies refer to the results and effectiveness of teaching and learning the elements of medical legislation.


2020 ◽  
Vol 3 (1) ◽  
pp. 1-3

In this letter, the number 3 of 2020 of the Journal of Management and Business Education is introduced. A brilliant article and a suggestive line of research by Professor Enrique Bigne head the number. His work introduces us to a new perspective, current, and with a great projection of the future, which is the necessary customization of the teaching-learning process in Business and Management, assisted by technology and the constant innovations in teaching and learning. In addition, the number includes a relevant contribution by the professors of the University of the Basque Country UPV-EHU, with its IKASEKIN model, formulated as an integral learning for the development of innovative capacity, and which received the Educational Innovation Award of XXXIII AEDEM Annual Congress, held in June 2019 in Seville. Other interesting contributions included in the number refer to the implications of new methodological tools that increasingly appear as protagonists in our classrooms, such as gamification or interactive digital applications to maintain attention and the motivation of the students in their learning.


Author(s):  
Marta Nieves Espericueta-Medina ◽  
Lilia Sánchez-Rivera ◽  
Blanca Margarita Villarreal-Soto ◽  
Vivian Ortíz-Torres

The present investigation, Learning Styles in different dimensions will be addressed according to The Inventory Learning Processes (ILP), (Schmeck et al., 1977; Schmeck and Ribich, 1978). The objective is to know the factors that make up the axes: academic performance and learning styles of the university students of the Mexican Republic, in addition to the attributes that make them up. We worked with a sample of 253 subjects. The information was processed by means of the descriptive analysis from frequencies and percentages, comparative with Student's t-test for independent groups and with integrative, exploratory factor analysis.It is an exploratory and descriptive quantitative, synchronous and transversal investigation t is indicated that the characteristics that identify young people such as: gender, age, city, state, institution, career, average, among others, influence the academic performance of students. In this way, the factors that affect student learning are presented. A summarized panorama of the research is presented: One of the conclusions is that, in trend, university students have a good academic performance, according to the study method, being the population of women with the most significant opinion. Likewise, it is observed that the variables that have greater objectivity which will give an educational innovation through factors. Finally, the innovative strategies that have emerged through the study phenomenon will be presented.


Author(s):  
Antonella Lotti

The idea, proposed in this work, is that who are introducing educational innovation in University teaching should focus more on the renewal of a curriculum more than in a single course's changes. University teaching innovation  often focuses on the changes introduced within a single discipline through the adoption of some educational technologies or new teaching-learning-evaluation methods,  keeping the focus only on the single discipline and not on the curriculum as a whole. With reference to the work of  Ronald Harden about the eight roles of the university teacher, we underline  the role of  Curriculum developer and implementer. Six models are proposed to classify the introduction of innovative curricula. The different ways by which Problem Based Learning was introduced in university curricula are described  as  examples of the six models.


Author(s):  
T. Casasús Estellés ◽  
A. Ivars Escortell ◽  
M.I. López Rodríguez

<p class="Textoindependiente21">The goal of this paper is to justify/motivate the existence of MOOCs of quantitative subjects, particularly of Mathematics and Statistics, in the degrees taught in Faculties of Economics and Business, complementary to the standard university courses. The changes in curricula carried out in Spain in the last decade have boosted access to these faculties’ degrees for all kind of students. However, some of these students lack skills and abilities enough to successfully tackle the first university Mathematics and Statistics courses, as these are currently designed. Empirical studies support the use of multimedia material as a very effective supporting tool for successful learning.</p><p>Thus, after assessing the student’s academic performance in quantitative subjects before and after the introduction of the Bologna process, and obtaining worrying results, the implementation of the use ICTs on a regular basis is proposed in order to optimize the teaching-learning process.</p><p class="Textoindependiente21">The data used in the study correspond to those obtained for students of the degree of Tourism and the degree in International Business, two degrees with very different characteristics and that, therefore, reflect a great diversity of the students of the Faculty of Economics of the University of Valencia.</p>


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