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Active Learning
A student-focused teaching-learning strategy that promotes continuous participation and reflection by means of activities that are typically motivating and challenging, seeking to deepen knowledge, develop data search, analysis, and synthesis skills, and promote an active adaptation to problem-solving.
Authentic Learning
Type of learning, based on constructivist psychology, in which a student relates new information with information they already possess, readjusting and rebuilding both pieces of information in this process.
Research-Based Learning
Consists of the application of teaching-leaming strategies that seek to connect research with teaching, which allows for the partial or total inclusion of the student in an investigation based on the scientific method, under the supervision of the teacher
Problem-Based Learning
A didactic approach in which a small group of students meets with a tutor to analyze and propose a solution to a real or potentially real problem related to their physical and social environment.
Project-Based Learning
Didactic technique focused on the collaborative efforts of a group of students to design and develop a project as a way to achieve the learning objectives of one or more disciplines and to develop competencies related to the management of actual projects
Challenge-Based Learning
A strategy that provides students with a general context where they, in a collaborative manner, must determine the challenge to resolve
Hybrid Learning
A formal educational program that combines online digital media with traditional classroom methods
Flipped Learning
A teaching technique in which content is presented by means of videos that can be freely consulted online, while classroom time is devoted to discussion, problem-solving, and practical activities under the supervision and guidance of the teacher
Just-in-time Learning
Learning system that delivers formative contents to students at the time and place of their choosing.
Experiential Learning
Learning model that implies living an experience in which the student can feel or do things that strengthen their learning
Service-learning
Didactic technique that links two complex concepts: community action, the "service" and the efforts for learning from the action, connecting what is learned from it with already established knowledge, the "learning".
Instructor-led Class
Teaching model structured around the presentation of learning contents by the teacher.
Collaborative Learning
The didactic use of small groups where the students work together to obtain the best learning outcomes in themselves and in others.
Online Learning (E-learning)
Teaching-learning processes conducted over the Internet.
Flexible Learning
It offers students options for when, where and how to learn.
Connectivism
A theory that states that learning occurs as result of many and diverse connections.
Constructionism
Theory of learning that highlights the importance of action in the learning process.
Competency-Based Education
Centered on student's learning and focused on the development of knowledge, skills, and attitudes that must be demonstrated in a tangible manner and based on performance standards.
Self-organized learning environment
Teaching methodology where the educators are guides and observers of what happens in the session and the students themselves decide to begin the search for new concepts.
Makers Space
A space in which students learn by making their own creations, using design software, as well as tools and equipment to develop their own projects in fields such as 3D printers, laser cutters, numerical control machines, welding equipment, and textiles.
Gamification
It involves the design of an actual or virtual educational environment to define tasks and activities using gaming principles.
Mastery Learning
Modality of the teaching-learning process in which the contents are divided into learning units that clearly indicate the goals students must attain.
Maieutic
A method that consists of interrogating a person to make them attain knowledge by means of their own conclusions and not by means of learned knowledge and pre-conceptualized concepts
Mentoring
An interpersonal relationship that promotes the development of the student with the help of a person with greater experience or knowledge.
Adaptive Learning
A method of instruction that uses a computer system to create a personalized learning experience.
Learning with Wearable Technologies
Learning strategy that incorporates the use of electronic devices in clothing and accessories worn by students with the purpose of performing a learning activity.
Learning in Social Networks and Collaborative Environments
Use of existing or proprietary platforms, often hosted in the cloud, that strengthen social and collaborative learning regardless of where the participants are located.
Mobile Learning
Use of mobile technologies, such as portable computers, tablets, MP3 players and smartphones for supporting the teaching-learning process.
Ubiquitous Learning
Educational strategy where learning happens anywhere and at any time thanks to the use of technologies that form part of our day-to-day activities in the most routine objects.
Virtual Assistant
An artificial intelligence application capable of interacting with human beings in their own language.
Peer learning
A reciprocal learning experience that involves students sharing knowledge, ideas, and experiences among each other.
Case Method
Is a didactic technique where students build their learning from the analysis and discussion of real life experiences and situations.
Virtual Reality
An immersive technological environment made up of a three-dimensional simulation in which the user involves several senses to interact with the simulation.
Big Data and Learning Analytics
Use of tools and techniques that handle large amounts of data on students available in learning platforms, entrance exams, academic history, interactions of students in discussion forums, library, among others.
Affective Computing
A computer system capable of detecting the affective status of the users.
Massive Open Online Courses
Online courses that use connectivism, a didactic strategy that has the potential for having thousands of participants in a single virtual space, which is accessible to anyone who has the Internet.
E-Books
Electronic version of a book that can be accessed in computers and mobile devices, allowing the student to interact with the content in a more rewarding manner.
Personalized Learning Environments
These are systems that students can configure on their own to take control of and manage their own learning.
3D Printing in Education
Use of printers that allows students to create parts, prototypes or volumetric models from a design made in a computer.
Badges and Microcredits
Badges are a mechanism for granting a certification to students for informal learning in the form of microcredits.
Internet of Things
Refers to the interconnection of day-to-day objects with the Internet.
Remote and Virtual Laboratories
________ are web applications that emulate the operation of an actual laboratory to practice in a safe environment.
Augmented Reality
Use of technology that complements the perception and interaction with the real world and allows the student to superimpose a layer of information onto reality, thus providing richer and more immersive learning experiences.
Open Educational Resources (OER)
Teaching-learning resources open to the general public to be used freely and at no charge, with no start/closing date, allowing the participants to learn at their own pace.
Telepresence in Education
The use of audiovisual technologies with educational purposes that allow students and teachers to interact in a remote, synchronic manner in conversations, classes, teamwork, among others.