Good Practices of Didactical Methods Database

Title: Inclusive and Innovative Problem Resolution
Good Practice Mission: To allow students with more learning difficulties to achieve the training objectives.
Specific goals of the GP:

Ensuring that all students succeed in achieving their learning objectives, albeit with some difficulties related to attention, comprehension problems, etc.

Year: 2021
Duration of the implementation: 1 month
Target group: Adult learners
Summary:

The implementation of a PBL (Problem- Based Learning )pedagogical experiment intended to understand how 2nd year students of engineering programs of Aeronautics and Materials Sciences applied mathematical contents to problem solving, specifically as regards geometrical modelling of an object and calculating its volume and center of mass resorting to triple integrals.

This didactic methodology allows us to break down barriers and encourage students to work in groups to solve a problem. With the presence of practical cases, they are able to apply the theoretical content in an improved way.

It is a qualitative methodology used, being a study whose importance consisted in a pedagogical experiment, which drove students to problematization, research and interdisciplinarity. At the end, they conclude that this experiment has contributed to fostering the motivation and efficiency of significant learning of calculus contents.

Students considered they were stimulated to use contents taught in class, deeming it an excellent initiative, which led them to escape the usual format of teaching and proved to be quite effective in grasping and applying knowledge, an initiative that should be maintained.

Together, as a group, students reflected on the work done, identifying difficulties and skills developed, and the lecturer recorded their thoughts. Regarding the skills developed, students pointed out: work autonomy, development of special visualization compared to what they are used to seeing merely on paper.

We believe that applying this method through didactic activities allows the creation of a learning environment in which students are invited to research problematic situations derived from actual reality, and acquire and apply contents as well as establish links between the different curricular units.

The digital medium, by itself, arouses young people’s interest. The educational software can be important to obtain pedagogical tools for the teaching-learning process, so that the use of these resources signs a way to boost teaching and motivation to learn different areas, such as mathematics. Many digital resources have the possibility to provide new discoveries, expediting numerical algorithms and thus enabling the focus to be placed on the process as well as on the observation and analysis of results.

For this reason, the use of digital tools will be stimulated in the activity created in this pedagogical experiment. PBL has been implemented with great success in different areas of education, science and medicine. Therefore, there is great need to assess the level of quality and achievement of the challenge derived from using it. Nevertheless, often, conducting that assessment becomes an obstacle to its implementation, due to the lack of information and feasible methods for a fair and balanced assessment.

Space requisites:

Open space and with free space.

Obstacles revealed?:

Limited time and participants.

Methodology used: Technology-based learning
Group/collaborative learning
Kinaesthetic learning
Learning by doing
Game-based learning
Resources needed:
Link: https://www.ijses.net/index.php/ijses/article/view/43/pdf
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