DIGITAL LIBRARY
ACTIVE LEARNING METHODOLOGIES AT THE UNIVERSITY CLASSROOM
1 Universitat Politècnica de València (UPV), Centro de Investigación en Gestión e Ingeniería de la Producción (CIGIP) (SPAIN)
2 Universitat Politècnica de València (UPV), Departamento de Organización de Empresas (SPAIN)
About this paper:
Appears in: EDULEARN22 Proceedings
Publication year: 2022
Pages: 2927-2935
ISBN: 978-84-09-42484-9
ISSN: 2340-1117
doi: 10.21125/edulearn.2022.0740
Conference name: 14th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2022
Location: Palma, Spain
Abstract:
This paper identifies a set of active learning methodologies, which have in common the consideration of the emotion as a key element for learning. Active learning methodologies are not only intended to awaken emotions but also taught with emotion (Sempere-Ripoll and Rodriguez-Villalobos, 2019). To this extent, different teaching methodologies are used that complement each other, leading to reinforce and consolidate learning. Accordingly, the main aim of this work is to review the different active learning methodologies that can be applied at the university classroom, including:
(i) flipped teaching;
(ii) game-based learning;
(iii) gamification;
(iv) project-based learning;
(v) experience-based learning;
(vi) role-playing games; and
(vii) process simulation.

Reverse teaching (Flipped teaching):
It is a way of working based on the learning results that we want to achieve in the student, and by which, simpler or more concrete results can be autonomously worked by them (generally at home), while more complex results, and of a higher cognitive level, are worked on with the teacher's guidance and support (usually in class).

Game-Based Learning (GBL):
It is an educational methodology consisting of using games and / or video games in the classroom to learn content and skills, as well as their evaluation by teachers.

Gamification:
It is an educational methodology that is based on using game elements to design learning experiences that could take place without enjoying the playful component, but that, when planned following the guidelines that characterize this methodology, turns them into attractive and motivating proposals for students.

Project-Based Learning (PBL):
It is a learning methodology in which students acquire an active role and academic motivation is favored. The method consists of carrying out a project usually in a group. This project has been previously analyzed by the teacher to ensure that the student has everything necessary to solve it, and that in its resolution the student will develop all the desired skills.

Experience-based learning (Learning-by-doing):
Develops the capacity of the students to learn from their own experience, always within a concrete and well-developed conceptual and operational framework.

Role-playing games (RP, Role-Playing):
A role-playing game is a game in which players take on a specific business "role" and interpret their dialogues and describe their actions.

Process simulation (Simulation):
Simulation techniques are used to analyze current processes (improvement and optimization) and future processes (anticipation of solutions) in order to obtain the most efficient design with different objectives.

References:
[1] SEMPERE-RIPOLL, Francisca; RODRÍGUEZ-VILLALOBOS, Alejandro. La emoción como clave del éxito para el desarrollo de competencias en la dirección de operaciones. Dirección y Organización, 2019, p. 73-84.
Keywords:
Active learning methodologies, student centered methodologies, emotions, university.