Innovative Methodologies of Active Learning to Develop the Competencies of the Future of Work

Authors

  • Alice Canavesi Carlo Cattaneo University (LIUC)
  • Aurelio Ravarini Carlo Cattaneo University (LIUC)

DOI:

https://doi.org/10.33423/jhetp.v24i4.6941

Keywords:

higher education, active learning, collaborative learning, innovative methodologies, competencies development, future of work

Abstract

International organizations promoting economic growth and global development are increasingly requesting higher education systems to prepare students with the fundamental attitude and skills to be competitive in the future workplace. After conducting two separate literature reviews on active learning strategies and on the most demanded competencies in the future of work, the paper proposes a comprehensive framework of 31 competencies pivotal for future professionals to thrive in an innovative work landscape. In the effort to nurture these skills, it further explores the contributions of the most popular active learning methodologies and delves into the role of digital technologies in enhancing the learning experience. Significantly, the paper reveals that active learning not only develops technical and methodological competencies but also enriches social, personal, and particularly digital skills, positioning students to effectively navigate and contribute to the digital economy. The emergent pedagogies underscore the importance of fostering lifelong learning, self-agency, and the adept use of diverse tools and resources, essential for the professionals of today and tomorrow.

References

Al-Azawi, R., Bulshi, M., & Farsi, F. (2016). Educational Gamification vs. Game Based Learning: Comparative study. International Journal of Innovation, Management and Technology (IJIMT), 7, 131–136.

Al-Shammari, M.M. (2021). An exploratory study of experiential learning in teaching a supply chain management course in an emerging market economy. Journal of International Education in Business.

Alves, M.P., Morgado, J., Lemos, A.R., Rodrigues, S., & Sà, S. (2012). Práticas Inovadoras no Ensino Superior. Instituto de Educação, Universidade do Minho.

Archmiller, A., Fieberg, J., Walker, J.D., & Holm, N. (2016). Group peer assessment for summative evaluation in a graduate-level statistics course for ecologists. Assessment & Evaluation in Higher Education, 42, 1–13.

Azzouz, N., & Gutierrez-Colon Plana, M. (2020). Effect of Gamification on students’ motivation and learning achievement in Second Language Acquisition within higher education: A literature review 2011-2019. The EuroCALL Review, 28, 40.

Barbosa Da Silva, A.,V. (2020). Innovative methodologies in higher education: A systematic review of literature. Journal of Modern Education Review, 10(5), 338–353.

Belova, N., & Zowada, C. (2020). Innovating Higher Education via Game-Based Learning on Misconceptions. Education Sciences.

Bonesso, S., Gerli, F., & Pizzi, C. (2015). The interplay between experiential and traditional learning for competency development. Frontiers in Psychology, 6, 1305.

Bosio, G., & Origo, F. (2020). Who gains from active learning in higher education? Education Economics, Taylor & Francis Journals, 28(3), 311–331

Burganova, R., Abdullina, S., & Tuyakova, A. (2018). Improving the quality of education through student-centered education. Series of Social and Human Sciences, 6, 102–104.

Carvalho, A., Teixeira, S., Olim, L., Campanella, S., & Costa, T. (2021). Pedagogical innovation in higher education and active learning methodologies - A case study. Education and Training.

Castells, M., & Cardoso, G. (2006). The network society: From knowledge to policy. Center for Transatlantic Relations, Jhu-Sais.

Cavenagh, S. (2016). The spark of learning: Energizing the college classroom with the science of emotion. Morgantown, WV: West Virginia Press.

Center of Educational Innovation, University of Minnesota. (2022, May). Retrieved from https://cei.umn.edu/teaching-resources/active-learning

Chu, S., Reynolds, R., Notari, M., Taveres, N., & Lee, C. (2016). 21st century skills development through inquiry based learning: From theory to practice. Singapore: Springer Science.

Cragg, P.B. (1998). Site Visits as a Teaching Method in Information Systems Courses. Proceedings of the 13th Annual Conference of the International Academy for Information Management.

De Los Rios, I., Montero, A., Díaz-Puente, J., & Blanco, J. (2010). Project-based learning in engineering higher education: Two decades of teaching competences in real environments. Procedia - Social and Behavioral Sciences, 2(2), 1368–1378.

Fitriana, L., Tiyanto, Wiraya, A., Hendriyanto, A., Sahara, S., Muhaimin, L.H., & Putri, D.P. (2023). Implementation of the Jigsaw Model to Improve Critical-Thinking Skills. Journal of Higher Education Theory and Practice, 23(15). https://doi.org/10.33423/jhetp.v23i15.6402

Freeman, S., Eddy, S.L., McDonough, M., Smith, M.K., Okoroafor, N., Jordt, H., & Wenderoth, M.P. (2014). Active learning increases student performance in science, engineering, and mathematics. Proceedings of the National Academy of Sciences, 111(23), 8410–8415.

Garner, B., & Chan, M. (2019). Student perceptions of learning and engagement in a flipped versus lecture course. Business and Professional Communication Quarterly, 82(3), 357–369.

Goodman, M.J., Sands, A.M., & Coley, R.J. (2015). America’s skills challenge: Millennials and the future. Educational Testing Service. Retrieved from https://files.eric.ed.gov/fulltext/ED589564.pdf

Ha, Y., Karyda, M., & Lucero, A. (2020). Exploring virtual rewards in real life. Proceedings of the 2020 ACM Designing Interactive Systems Conference.

Hakulinen, L., & Auvinen, T. (2014). The effect of gamification on students with different achievement goal orientations. Proceedings - 2014 International Conference on Teaching and Learning in Computing and Engineering, LATICE.

Hanson, J. (2016). Surveying the experiences and perceptions of undergraduate nursing students of a flipped classroom approach to increase understanding of drug science and its application to clinical practice. Nurse Education in Practice, 16, 79–85.

Harman, T., Bertrand, B., Greer, A., Pettus, A., Jennings, J., Wall-Bassett, E., & Babatunde, O.T. (2015). Case-based learning facilitates critical thinking and analysis in undergraduate nutrition education: Students describe the big picture. Journal of the Academy of Nutrition and Dietetics, 115(3), 378–388.

Hart Research Associates. (2015). Recent trends in general education design, learning outcomes, and teaching approaches. Retrieved from https://files.eric.ed.gov/fulltext/ED582012.pdf

Hernández de Menéndez, Jr., M.A., Tudón-Martínez, J., Hernandez-Alcantara, D., & Morales-Menendez, R. (2020). Active learning in engineering education. A review of fundamentals, best practices and experiences. International Journal on Interactive Design and Manufacturing (IJIDeM), 13.

Heyward, P. (2010). Emotional engagement through drama: Strategies to assist learning through role-play. International Journal of Teaching and Learning in Higher Education, 22(2), 197–204.

Hmelo-Silver, C.E. (2004). Problem-based learning: What and how do students learn? Educational Psychology Review, 16(3), 235–266.

Hung, C., Huang, I., & Hwang, G. (2014). Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics. Journal of Computers in Education, 1.

Kapp, K.M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. John Wiley & Sons, Inc.

Kuh, G., O’Donnell, K., & Schneider, C. (2017). HIPs at ten. Change, 49(5), 8–16.

Laker, D.R., & Powell, J.L. (2011). The differences between hard and soft skills and their relative impact on training transfer. Human Resource Development Quarterly, 22, 111–122.

Landau, J., & Meirovich, G. (2011). Development of students’ emotional intelligence: Partecipative classroom environments in higher education. Academic Educational Leadership Journal, 15, 89–104.

Levant, Y., Coulmont, M., & Sandu, R. (2016). Business simulation as an active learning activity for developing soft skills. Accounting Education.

Magos, K., & Politi, F. (2008). The creative second language lesson: The contribution of the role-play technique to the teaching of a second language in immigrant classes. RELC Journal, 39(1), 96–112

Mahapatra, G., & Dash, S. (2021). Future of mid-career education in a transforming work context: A review of literature and directions for future research. South Asian Journal of Management, 28(3), 31–56.

Marope, M., Griffin, P., & Gallagher, C. (2019). Future competences and the future of curriculum - A global reference for curricula transformation. Unesco International Bureau of Education. Retrieved from https://www.ibe.unesco.org/en/news/future-competences-and-future-curriculum-global-reference-curriculum-transformation

McEnrue, M.P., Groves, K.S., & Shen, W. (2009). Emotional Intelligence Development: Leveraging Individual Characteristics. Psychology Faculty Publications.

McLain, T.R. (2019). Active learning for business communication competencies: Modifying teaching practices and pedagogies in higher education. Business Communication Research and Practice, 2(2), 96–99.

Nestel, D., & Tierney, T. (2007). Role-play for medical students learning about communication: Guidelines for maximising benefits. BMC Medical Education, 7(1), 1–9.

Nicholson, S. (2015). A recipe for meaningful gamification. Gamification in education and business (pp.1–20). Springer.

Obi, B., Eze, T., & Chibuzo, N. (2021). Experiential learning activities in business education for developing 21st century competencies. Journal of Education for Business, pp. 1–12.

Oleskow-Szlapka, J., Ortega-Mier, M., Ordieres-Meré, J., Facchini, F., Mossa, G., & Lundquist, J. (2020). Innovative methodologies and digital tools for higher education in industrial engineering and management. Education and Training.

Omelicheva, M., & Avdeyeva, O. (2008). Teaching with lecture or debate? Testing the effectiveness of traditional versus active learning methods of instruction. Political Science & Politics, 41(3), 603–607.

Organisation for Economic Co-operation and Development [OECD]. (2003). Key competencies for a successful life and well-functioning society. In S.D. Rychen, & L.H. Salganik (Eds.), The definition and selection of key competencies: Executive summary. Gottingen: Hogrefe and Huber Publishers.

Ortiz Rojas, M.E., Chiluiza, K., & Valcke, M. (2016). Gamification in higher education and stem: A systematic review of literature. Edulearn16: 8th International Conference on Education and New Learning Technologies, pp. 6548–6558.

Owens, D., Sadler, T., Barlow, A., & Smith-Walters, C. (2017). Student motivation from and resistance to active learning rooted in essential science practices. Research in Science Education.

Plass, J., Homer, B., & Kinzer, C. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50, 258–283.

Poonsawad, A., Srisomphan, J., & Sanrach, C. (2022). Synthesis of problem-based interactive digital storytelling learning model under gamification environment promotes students’ problem-solving skills. International Journal of Emerging Technologies in Learning (iJET), 17(5), 103–119.

Prince, M. (2004). Does active learning work? A review of the research. Journal of Engineering Education, 93(3), 223–231.

Prince, M., & Felder, R. (2006). The many faces of inductive teaching and learning. J Coll Sci Teach, 36.

Rincon-Flores, E.G., & Santos-Guevara, B.N. (2021). Gamification during Covid-19: Promoting active learning and motivation in higher education. Australasian Journal of Educational Technology, 37(5), 43–60.

Rios, J.A., Ling, G., Pugh, R., Becker, D.M., & Bacall, A.N. (2020). Identifying critical 21st century for workplace success: A content analysis of job advertisements. Educational Researcher, 49(2), 80–89.

Rosnow, R.L. (1990). Teaching research ethics through role-play and discussion. Teaching of Psychology, 17(3), 179–181.

Scannapieco, F. (1998). Formal debate: An active learning strategy. Journal of Dental Education.

Sedelnikova, I., & Emelyanova, N. (2014). Business education: Developing professional competences through gaming. International Conference on Education Reform and Modern Management (ERMM 2014).

Segura-Robles, A., Parra-González, M.E., & Gallardo-Vigil, M.A. (2020). Bibliometric and collaborative network analysis on active methodologies in education. Journal of New Approaches in Educational Research, 9(2), 259.

Silva, E. (2009). Measuring skills for 21st-century learning. The Phi Delta Kappan, 90(9), 630–634.

Smith, K., Sheppard, S., Johnson, D., & Johnson, R. (2005). Pedagogies of engagement: Classroom-based practices. Journal of Engineering Education.

Sosa Díaz, M., Guerra-Antequera, J., & Cerezo Pizarro, M. (2021). Flipped classroom in the context of higher education: Learning, satisfaction and interaction. Education Sciences, 11, 416.

Sun, X., Zhang, X., & Lei, L. (2022). The effects of online role-play teaching practice on learners’ availability for resources. International Journal of Emerging Technologies in Learning (iJET), 17(05), 4–18.

Tvarozek, J., & Brza, T. (2014). Engaging students in online courses through interactive badges. The Workplan of the European Thematic Network FUTURE EDUCATION AND TRAINING IN COMPUTING, (International Conference on E-Learning 2014).

Watson, D., Hancock, M., & Mandryk, R. (2013). Gamifying behaviour that leads to learning. ACM International Conference Proceeding Series.

Williams-Brown, Z., & Wilson, M. (2016). The complexity of in-class debates in Higher Education: Student perspectives on differing designs. Educational Futures.

Downloads

Published

2024-05-07

How to Cite

Canavesi, A., & Ravarini, A. (2024). Innovative Methodologies of Active Learning to Develop the Competencies of the Future of Work. Journal of Higher Education Theory and Practice, 24(4). https://doi.org/10.33423/jhetp.v24i4.6941

Issue

Section

Articles