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