being the most outlier and different application of the
method observed.
4.2.2 Design-Based Learning (DBL) and
Project-Based Learning (PjBL)
The methods of DBL and PjBL are widely used to
integrate knowledge from different disciplines through
practical projects and design activities, as seen in
PS1, PS11, PS23, PS25, PS26, PS33, PS34, PS39,
PS42 and PS63. These methods have proven to be
highly effective in developing critical thinking skills,
leading to a greater understanding of the course phases.
The “Backward Thinking” model, where the main
focus is on defining the final objectives first and then
planning the necessary steps to achieve them, had a
significant impact in PS1. In this case, six stages were
structured, from clarifying the course theme to
student assessment, highlighting the importance of an
interactive and collaborative learning process.
In PS11, the application of PjBL in engineering
courses revealed that students' conceptions of PjBL
vary, reflecting different pedagogical beliefs and
highlighting the need to adapt the method to the
individual needs of students. An important point
reported by most PSs is the necessity for students to
have a prior understanding of what a project is and
how it will be applied in the educational context.
Different contexts were addressed with PjBL. In
PS25, a combination of the CDIO (Conceive, Design,
Implement, Operate) model was used, while PS28
demonstrated the application of PjBL in business
contexts, preparing students to face real-world market
problems.
4.2.3 Data and Resource Analysis
These methods, applied in PS12, PS15, PS19, PS30,
PS44, PS46, PS51, PS53, PS68, PS71, use structured
data and resource analysis to develop students' critical
thinking skills. In PS62, the integration of data in field
activities and laboratories helped students apply
theories in practice.
PS64 addressed the use of data analysis tools to
identify trends and patterns, encouraging critical
thinking. PSs 68 and 70 explored the use of digital
technologies to provide immediate and personalized
feedback. PS71 examined the effectiveness of data-
driven e-learning tools to support collaborative
learning and problem-solving.
4.2.4 Peer Teaching and Assessment
The methods of peer teaching and assessment,
applied in PS7, PS9, PS20, PS22, PS24, PS27, PS38,
PS55, PS56, PS69 and PS72, promote mutual
evaluation among students, encouraging critical
reflection and collaborative learning. In PS24, for
example, students created and evaluated each other's
educational materials, which not only improved their
critical thinking skills but also encouraged a deeper
understanding of the content.
4.2.5 Simulation and Digital Tools
The analysis of PSs, specifically PS2, PS5, PS6,
PS12, PS14, PS18, PS21, PS35, PS37, PS45, PS47,
PS50, PS54, PS62, PS64 and PS66, reveals a
diversity of methods and approaches for developing
critical skills and improving learning. The use of
simulations and digital tools is a common strategy,
exemplified by PS3, PS5, PS10, PS13, PS31, PS32,
PS58, PS68 and PS71, which employ virtual
environments and mobile applications to promote
critical thinking and context-based learning. In PS3,
an NC machining simulation system is introduced,
involving students in the creation and operation of
virtual models of machine tools. These approaches
provide continuous and personalised support, as seen
in PS5, which uses mobile devices and software
LifeGuide Toolbox to engage students in practical
critical thinking activities.
4.2.6 Gamification
Gamification and futuristic technologies, such as AI
(Artificial Intelligence), are another recurring theme.
PSs such as PS4, PS22, PS36, PS51, PS41, PS52,
PS59 and PS65, incorporate game elements and new
technologies to increase student motivation and
engagement. PS36 develops a gamified learning
model that integrates narrative stories, interactive
maps, student ranks, and video guides to increase
interest in electrical engineering. This model includes
four stages of games covering different engineering
topics. Each stage has specific requirements,
encouraging students to progress through the course
in an engaging and interactive manner. PS47 explores
the use of blockchain technology for skill recognition
and academic record verification, promoting a more
engaging learning experience.
Various and innovative teaching methods are also
highlighted in PSs such as PS6, PS10, PS12, PS13,
PS14, PS15, PS37, PS57, PS58, PS66, and PS67.
These studies cover everything from flipped
classrooms and problem-based learning to active and
collaborative learning methods. PS10, for instance,
integrates flipped classroom activities with game-
based learning, while PS12 and PS13 use e-learning