Preface

In line with current approaches to competency-based learning, the purpose of active learning should respond to students' abilities to apply cognitive skills related to the search for and synthesis and critical analysis of information as well as problem-solving and creative thinking [1]. By posing problems related to the student's previous experience and interests, this type of meaningful learning seeks to generate connections with existing problems in the social environment [2].

As a contribution to the body of knowledge specific to the didactic-disciplinary fields of STEAM education and social studies education, this book aims to answer the following educational research and innovation questions:


This book was completed with the support and funding of the projects "The nature of I-STEM (NoSTEM) for citizen training" (PID2020-118010RB-I00) [State Research Agency – Ministry of Science and Innovation], and "Future Education and Democratic Hope. Rethinking Social Studies Education in changing times" (PID2019-107383RB-I00) [State Research Agency – Ministry of Science and Innovation].

> **Dr. Delfín Ortega-Sánchez** Professor, University of Burgos, Burgos, Spain

#### **References**

[1] Ortega-Sánchez D, Gómez-Trigueros I. Gamification, social problems, and gender in the teaching of social sciences: Representations and discourse of trainee teachers. PLOS ONE. 2019;**14**(6):e0218869

[2] Ortega-Sánchez D, Gómez-Trigueros I. MOOCs and NOOCs in the Training of Future Geography and History Teachers: A Comparative Cross-Sectional Study Based on the TPACK Model. IEEE Access. 2020;**8**:4035-4042

Section 1
