This doctoral thesis is part of a set of research projects focused on the use of active methodologies in the field of mathematics, with the aim of increasing both learning achievements and student motivation in secondary and university levels. In a context where there is a decline in students' interest in mathematics, a discipline perceived as challenging and abstract, it is recognized the pressing need for teachers to provide innovative tools and adopt pedagogical approaches that revitalise students' interest in this subject.A deep understanding of mathematical concepts emerges as a crucial component for meaningful learning and requires a diversity of approaches and educational strategies that can be applied to strengthen students' education, promoting the integrated development of mathematical and technological competencies. Through active methodologies such as flipped classroom, cooperative learning, game-based learning, or gamification, which have great didactic potential, students can achieve effective learning, implying that they can understand mathematical concepts effectively and efficiently while enhancing the potential of the class group.The experiences gathered in this research, including the implementation of the flip methodology, the use of enriched educational videos, gamification, manipulative materials, technological tools, and the promotion of computational thinking, among others, span both pre-university education, including secondary and high school, and university education.
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ÍNDICE GENERALAgradecimientos.