TY - BOOK ID - 136349660 TI - Active Methodologies for the Promotion of Mathematical Learning AU - Fernández-Martín, Francisco D. AU - Romero-Rodríguez, José-María AU - Gómez-García, Gerardo AU - Navas-Parejo, Magdalena Ramos PY - 2022 PB - MDPI - Multidisciplinary Digital Publishing Institute DB - UniCat KW - emerging methodology KW - educational innovation KW - e-learning KW - educational experimentation KW - adults KW - students KW - b-learning KW - ICT KW - vocational training KW - constructivism KW - mathematics learning KW - MOOC KW - new teaching techniques KW - students’ access to MOOC KW - learning KW - reading comprehension KW - complexity KW - problem-solving KW - arithmetic word problems KW - fraction operator KW - technological environment KW - active methodology KW - escape room KW - gamification KW - methodological contrast KW - mathematics KW - secondary education KW - musical activities KW - learning-teaching KW - preschool KW - mathematical modeling KW - modeling projects KW - elementary school KW - learning opportunities KW - computational thinking KW - STEAM education KW - leisure-time education KW - mathematical education KW - good practices in mathematics education KW - mathematics achievement KW - influencing factors KW - university KW - social sciences KW - structural equation modelling (SEM) KW - Flipped Classroom KW - flipped learning KW - higher education KW - educational robotics KW - active learning KW - case studies KW - videogame KW - early childhood education KW - education KW - learning environments KW - educational games KW - engineering students KW - augmented reality KW - spatial intelligence KW - STEM KW - Geogebra AR KW - teaching differential equations KW - teaching mathematics KW - solving problem KW - formative assessment KW - teacher education KW - teachers’ knowledge KW - game-based learning KW - affective domain KW - mathematics education KW - systematic review KW - EXPLORIA KW - STEAM KW - active methodologies KW - university level KW - afective domain KW - mathematical teaching methodologies KW - educative innovation KW - learning through video games KW - real-valued functions UR - https://www.unicat.be/uniCat?func=search&query=sysid:136349660 AB - In recent years, the methodologies of teaching have been in a process of transition. Multiple active methodologies have proliferated, with the aim of changing the concept we have had of teaching so far. These advocate for a student who plays a leading role in the process of building learning, while the teacher acts as a figure who facilitates and glimpses the paths to learning. In order to be able to carry out this type of teaching in an optimal way, it is necessary for the teaching and research community to be correctly trained in its pedagogical principles and in the tools that boost its implementation. Among these principles and tools, it is of vital importance that information and communication technologies (ICT) be adequately handled. The use of active methodologies (project-based learning, problem-based learning, service learning, flipped classroom, mobile learning, etc.) or innovative pedagogical approaches (simulation, role-playing, gamification, etc.) promotes an improvement in the motivation of students as well as their skills. This aspect is especially important in the area of mathematics, whose contents are characterized by their abstraction, thus highlighting the need for its dynamization in classrooms of different educational stages. ER -