The Internet of Things (IoT) is an emerging paradigm, even though it does not receive enough attention in many academic plans. In order to introduce our students to IoT, in this paper we present the overall results of a seminar dedicated to encourage them to design basic IoT projects on a software a…
This article investigates the pedagogical and digital practices of vocational education and training teachers, offering comparative insights from both teacher and student perspectives. To this end, two questionnaires were constructed for teachers and students and then validated by means of inter-jud…
Information and Communication Technologies can create effective learning experiences and might enhance students’ knowledge and skills. In particular, virtual technologies are emerging as a transformative tool in education, in areas such as electronic circuits. Studies have shown that virtual environ…
In an era characterized by rapid technological advancements and shifting workforce demands, higher education institutions must continuously evolve to foster lifelong learning and career adaptability. This paper presents an updated framework for integrating microcredentials—such as digital badges, ce…
In Spain, dual vocational training has recently become a fundamental pillar to train the working population. This article focuses on two objectives: to evaluate the quality of two models of dual VET in Spain and to identify their differences in terms of the following dimensions: Teaching Team, Proce…
Being considered a driver of economic growth as well as social participation and inclusion, skill development and vocational education and training (VET) policies constitute possible solutions to present challenges and ongoing problems. Therefore, VET has been the distinct subject of attempts toward…
In Indonesia, there is a significant gap between the skills, creativity, innovation abilities, and job awareness of college graduates as well as the demands of the modern workforce. This gap originates from a curriculum and learning design that has not kept pace with the rapidly evolving needs of so…
This article reports on a study examining 28 university engineering educators’ viewpoints on how to provide continuing education for professional engineers in a Danish university context. The Q methodology was adopted to collect and analyze data qualitatively and quantitatively. Three significantly …
This study evaluates the impact of a Project-Based Learning (PBL) intervention on postpandemic educational recovery in rural Colombia, focusing on student competencies in mathematics, language, science, and 21st-century skills. Conducted in rural schools, the intervention aimed to address significan…
Promoting reflective thinking is becoming increasingly important in helping learners develop strategies to apply new information to unpredictable situations during their daily activities. Reflective writing, based on Kolb’s experiential learning cycle, could be one method for promoting reflective th…
Autonomous learning behavior is an important skill for students, but they often do not master it sufficiently. We investigated the potential of nudging as a teaching strategy in tertiary education to support three important autonomous learning behaviors: planning, preparing for class, and asking que…
Workplace learning experience complements students’ learning at the university and equips them with practical skills required in professional work contexts. Given its importance, educators must constantly devise strategies to enhance students’ workplace learning and collect contextual data to determ…
There is a consensus that employers, when recruiting, look for future employees to have a certain required profile. This profile consists of a set of skills that are considered crucial for the correct performance of the tasks that the employees will be performing. It is usually easy to identify whic…
Scratch is an educational software based on visual programming blocks. It was created in 2003 by the Massachusetts Institute of Technology Media Lab (MIT) and it develops computational thinking (CT) skills from an early age in schools and allows STEM (science, technology, engineering and mathematics…
This research analyzes the results of an entrepreneurship education program focused on knowledge and attitudes in 1036 students of secondary education, high school, and vocational training, differentiated into two groups, control and experimental. It analyzes the outcomes after incorporating entrepr…
This paper presents a comprehensive systematic review of personalized learning software systems. All the systems under review are designed to aid educational stakeholders by personalizing one or more facets of the learning process. This is achieved by exploring and analyzing the common architectural…
A Service-Learning Project (S-LP) is a teaching experience through which the concepts covered during an educational course can practically be applied to address a given social problem. It is therefore a useful teaching methodology to bring courses closer to the real world. An S-LP experience is repo…
The 2019 pandemic had a direct impact on all educational stakeholders. While many teachers and trainers regarded the changes with some scepticism, others embraced the opportunity to integrate technology into their teaching-and-learning methods and resources. As translation trainers, it is essential …
This small-scale study explores the attitudes of fifty initial teacher education (ITE) subject methods tutors towards the use of virtual reality (VR) in education and considers whether VR could be a catalyst for reviewing the partnership model within ITE programmes. In addition, this study offers a …
Building on new learning ecology theory and situated in the COVID-19 pandemic context, a qualitative research design was used to examine student and teacher perspectives on Project-Based Inquiry (PBI) Global. Drawing on Problem-Based Learning (PBL) and Project-Based Learning (PjBL), PBI Global suppo…