Program Overview
The Máster en Metodologías Activas is a one-year online program that equips educators with the skills and knowledge to implement active learning methodologies in various educational settings. The program emphasizes a hands-on approach, incorporating the use of digital tools and resources, and provides opportunities for internships and research. Graduates are prepared to become highly sought-after teachers and educational professionals who can foster creativity, motivation, and emotional engagement in the learning process.
Program Outline
Degree Overview:
The Máster en Metodologías Activas is a master's degree program designed to equip students with the skills and knowledge to implement active learning methodologies in various educational settings.
- Designing Engaging Learning Environments: Students will gain the ability to design activities and classrooms that cater to the specific needs and characteristics of their students.
- Staying Current with Educational Trends: The program incorporates advancements in neuroscience and provides tools for personalized teaching, including Universal Design for Learning (UDL) principles.
- Developing a Personalized Approach: The program focuses on tailoring education to individual student needs.
- Exploring Diverse Active Methodologies: Students will explore various active learning approaches, including gamification, project-based learning, cooperative learning, case studies, and flipped learning.
- Becoming a Highly Sought-After Educator: The program aims to equip students with the skills and knowledge to become highly sought-after educators in the field.
Outline:
Structure:
- The program is delivered online with live classes.
- It is a one-year program.
- It consists of 60 ECTS credits.
- The program is offered in Spanish.
- The degree is awarded by the Universidad Europea de Madrid.
- The program is delivered by the Faculty of Social Sciences and Communication.
Course Schedule:
- The program begins in October 2024.
Modules:
Module 1: Foundations and Trends in Teaching and Learning Methodologies
- Transition from traditional to active education.
- Alternative pedagogies and their impact on education: historical evolution, types, and characteristics.
- Conceptual clarifications: educational paradigms, methodologies, strategies/techniques, and didactic resources.
- Neuroeducation in the classroom. Learning conditions and principles. Creativity, motivation, and emotion.
- Innovative Learning Spaces: pedagogy, classroom design, and technology.
- The experiential process inside and outside the classroom. Pedagogical resilience.
- Hybridization as an intelligent pedagogical concept. Rethinking Education.
Module 2: Cooperative Learning and Case Method
- Block I: Cooperative Learning and Collaborative Learning
- Cooperative learning and collaborative learning: Conceptualization, differences, and characteristics. Role of the teacher and students.
- Steps to apply cooperative learning in the classroom, both in person and online: didactic guidelines and curriculum design.
- Tools, resources, and best practices in different educational stages. Evaluation of cooperation.
- Block II: Case Method
- Definition of the case method. Simulation method. Role of the teacher and students. Steps to apply the case method in the classroom, both in person and online: elements, didactic guidelines, and curriculum design.
- Tools, resources, and best practices in different educational stages. Evaluation in the case method.
Module 3: Problem-Based Learning and Project-Based Learning
- Block I: Problem-Based Learning
- Definition of Problem-Based Learning. Problem solving and decision-making. Role of the teacher and students.
- Steps to apply Problem-Based Learning in the classroom, both in person and online: elements, didactic guidelines, and curriculum design.
- Tools, resources, and best practices in different educational stages. Evaluation in Problem-Based Learning.
- Block II: Project-Based Learning
- Definition of Project-Based Learning and Interdisciplinary Project-Based Units. Role of the teacher and students.
- Steps to apply Project-Based Learning in the classroom, both in person and online: elements, didactic guidelines, and curriculum design.
- Tools, resources, and best practices in different educational stages. Evaluation in Project-Based Learning.
Module 4: Gamification and Game-Based Learning
- Block I: Gamification and Game-Based Learning (GBL):
- Theoretical considerations on the use of games in learning environments: conceptualization and differences. Role of the teacher and students.
- Elements for designing gamified activities: Mechanics, dynamics, and components.
- Steps to apply gamification and GBL methodologies in the classroom, both in person and online: didactic guidelines and curriculum design.
- Block II: Gamification and Game-Based Learning (GBL):
- Practical considerations for face-to-face and online teaching: serious games, escape rooms, and educational breakouts.
- Tools, resources, and best practices in different educational stages. Evaluation in gamification and GBL.
Module 5: Thinking-Based Learning and Service-Learning
- Block I: Thinking-Based Learning
- Thinking-based Learning (TBL) or learning based on thinking. Critical thinking, metacognition, and thinking routines.
- Design thinking, art thinking, and visual thinking methodologies: Design thinking, Art thinking, and visual thinking. Steps for their application in the classroom, both in person and online: elements, didactic guidelines, and curriculum design.
- Tools, resources, and best practices in different educational stages. Evaluation in thinking-based learning.
- Block II: Service-Learning
- Conceptual approach to the service-learning methodology. Role of the teacher and students.
- Steps to apply the service-learning methodology in the classroom, both in person and online: elements, didactic guidelines, and curriculum design.
- Tools, resources, and best practices in different educational stages. Evaluation in service-learning.
Module 6: Challenge-Based Learning and Task-Based Learning
- Block I: Challenge-Based Learning
- Conceptual approach: Challenge-based learning and Challenge-based Learning.
- Elements, didactic guidelines, and curriculum design to apply challenge-based learning in the classroom, both in person and online. The role of Storytelling.
- Tools, resources, and best practices in different educational stages. Evaluation in challenge-based learning.
- Block II: Task-Based Learning
- Conceptual approach: Task-based learning.
- Steps to apply Task-Based Learning in the classroom, both in person and online: elements, didactic guidelines, and curriculum design.
- Tools, resources, and best practices in different educational stages. Evaluation through Task-Based Learning.
Module 7: Inquiry-Based Methodologies and Flipped Learning
- Block I: Inquiry-Based Methodologies
- Conceptual approach: Inquiry-based learning, discovery learning, evidence-based learning, STEAM methodology.
- Steps for their application in the classroom, both in person and online.
- Tools, resources, and best practices in different educational stages. Evaluation in inquiry-based methodology.
- Block II: Flipped Learning
- Definition of Flipped Learning as an advancement in Blended Learning. Role of the teacher and students.
- Steps to apply the Flipped Learning methodology in the classroom, both in person and online: elements, didactic guidelines, and curriculum design.
- Tools, resources, and best practices in different educational stages. Evaluation in Flipped Learning.
Module 8: Personalized Learning and Universal Design for Learning
- Block I: Personalized Learning
- Personalized learning: Conceptual approach and areas. The changing role of the teacher.
- Strategies and didactic resources for the design of personalized environments, both in person and online. The role of metacognition.
- Personalized learning in digital environments. Personal Learning Environments (PLE) and learning pathways.
- Block II: Universal Design for Learning (UDL)
- Universal Design for Learning (UDL): Conceptual approach, regulations, and principles.
- Diversity in the classroom: identification and autonomous development.
- Inclusive resources for involvement, representation, and action in the classroom, both in person and online.
Module 9: Professional Practices
- Students will complete internships at centers accredited by the university.
- This module provides students with the opportunity to apply and experience the knowledge acquired during the master's program.
- Students will confirm the viability of their actions and skills in a real-world setting.
- The internship will be supervised by a tutor and an internship coordinator who will monitor the student's performance during the practical activity.
Module 10: Master's Thesis
- Selection and justification of the research topic. Project feasibility.
- Construction of the theoretical framework.
- Research objectives.
- Materials and methods.
- Collection and analysis of preliminary results.
Teaching:
- Teaching Methods: The program emphasizes a hands-on, experiential approach to learning. Each module is taught using the active methodologies that students will learn in that module.
- Faculty: The program is taught by experienced professors who are experts in their respective fields.
- Unique Approaches: The program incorporates the use of digital tools and resources, including those related to artificial intelligence (AI), audiovisual content, data presentation, classroom management systems, personalized learning pathways, and activity design.
Careers:
- Potential Career Paths:
- Teacher in public, private, or charter schools, implementing various active methodologies based on different educational stages.
- Educational consultant.
- Curriculum designer, proposing inclusive curriculum designs based on active methodological strategies, adjusting the teaching and learning process to the diversity of students.
- Researcher in the field of active didactic methodologies.
Other:
- Clinical Education: The program offers a Clinical Education component, where students can participate in helping educational centers address their challenges by implementing innovative solutions and projects.
- eLab Education: The program includes a virtual learning experience called eLab Education, which simulates the experience of a first-day teacher in a virtual classroom for early childhood, elementary, and secondary education.
- Digital Badges: Students can earn digital badges that recognize their knowledge and training in addition to the official degree. These badges are awarded to students who have successfully completed the module corresponding to the competency defined by the badge.
- University Locations: Students can take exams at any of the seven university locations in Spain: Madrid, Valencia, Tenerife, Barcelona, Bilbao, Seville, and A Coruña.
- International Locations: Students can also take exams or submit their Master's Thesis at five locations in Latin America: Bogotá (Colombia), Santiago (Chile), Quito (Ecuador), Mexico City (Mexico), and San José (Costa Rica).