Resumen-Cuando los profesores se involucran en Innovación docente en asignaturas desarrolladas en evaluación continua, con actividades semanales diferentes, puede acabar habiendo por un lado muchos recursos (videos, libros, apuntes digitales, audios, etc), y por otro varias herramientas generalmente informáticas (Moodle, Telegram, Kahoot, foros, etc). Esto produce que muchas veces los alumnos no las presten atención al encontrarse saturados. Este fenómeno puede ser mayor en las asignaturas que procuran acumular conocimiento de profesores y alumnos (neuroasignaturas). Para evitar este abandono se procura diseñan herramientas aglutinadoras. En este estudio se presentan dos. El primero es una web para acceso a los videos docentes ordenados, que evita que aparezcan videos no docentes que distraigan al alumno, y el segundo es una app para dispositivos móviles, a través de la cual se puede acceder a todos los recursos y herramientas de la asignatura. Los resultados son alentadores, pues los alumnos atienden mejor al ser más fácil estar pendiente de todos los recursos y herramientas a la vez accediendo a ellos desde un mismo lugar gracias a la concentración de los mismos.
The CDIO Initiative (Conceive, Design, Implement, Operate), successfully adopted in those engineering disciplines where the final result is the design and engineering of an innovative product, had not achieved such penetration, however, in other areas such as mining, metallurgy, or civil engineering where conception, design, and implementation do not result in a product, but in a complex process or system (e.g., mining extraction). Since 2015, financed with funds from the European Union, different projects have been developed to implement this methodology in these areas, which have continued later with the universities' own funds. The objective of this work is to show one of these projects of the educational innovation group "Innovatio Educativa Tertio Millenio" of the Technical University of Madrid during the past academic years 2019-2020 and 2020-2021, working with two specific techniques such as active learning and design thinking. By making students solve real problems and come up with realistic solutions, they worked on key competencies and could experiment without fear of failure.
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