The digitization of teaching processes

The process of educational convergence encourages the change of old teaching schemes in order to adapt teaching methodologies, both to the current needs of students and to the global competitiveness of the labour market.

Perhaps the most visible aspect of this change lies in the progressive abandonment of traditional teaching, oriented towards the learning of content, in order to stimulate the development of educational processes based on the learning of skills. It is in the field of pedagogy that this change has the greatest guarantee of penetration due to its social significance.

From this point of view of teachers, the conceptual and methodological change that today’s digital society requires becomes a priority objective. These new perspectives will produce learning gains and innovative teaching approaches from which we will all benefit.


By digitalizing the classrooms, students will be able to work with different audiovisual formats (texts, images, videos, games, sounds, maps, etc.), making the classes more enjoyable.


Technology allows for the personalization of teaching, that is, it makes learning adaptable to each child. This is because it encourages visual, auditory and kinesthetic learning, with the student using the material that best stimulates him or her and helps him or her to learn.


The possibility of extending the information by means of images and videos will facilitate the teacher’s work, as the students will better understand the topics and the information presented. Likewise, children will be able to expand concepts in a quick and easy way.


Incorporating technology in the classroom allows students to interact with the subjects, teachers, materials, etc. developing the kinesthetic learning of the students and improving the quality of the educational process.


Incorporating technology in schools makes it possible to speed up communication in real time between teachers, students, families and school staff, increasing parental involvement, student interaction and substantially improving the learning process.


Social skills and logical and critical senses will be developed with the implementation of digitalization in the classroom.


IT & TA Audit

The technological part when digitizing a center is fundamental, but not less important is to make an appropriate use of all those technological resources. A TAC expert, in Learning and Knowledge Technologies, will carry out a study without commitment in your centre to evaluate this aspect, and will develop a global plan to take maximum advantage of technology when developing teaching work.


A TAC expert will train teachers in different areas, so that they can incorporate technology into their teaching work in an appropriate way.

We will make the binomial Pedagogy + Technology work properly, being able to take advantage of all the benefits of Digitization in the classroom.

ICT and Educational Innovation

To be able to identify and implement the educational applications that the use of ICT has, as well as to adapt its use to the teaching-learning processes.

Social networks and risk prevention on the Internet

To effectively use Social Networks as a teaching tool, to identify and prevent the main risks on the Internet, as well as their legal and psychological implications.

Multimedia resources and presentation tools

Create and modify multimedia resources (image, audio and video) for use in the composition of educational content. Use the possibilities offered by the network to produce effective and attractive presentations.

Aula Maker: programming, robotics and 3D printing

To teach contents of different educational levels, elaborating activities of pedagogical character, through the programming. Achieve the mastery of the software and the capabilities of a robot and relate it to the educational contents. To conceive and integrate in the teaching methodology the 3D modelling and printing as a didactic tool.

Gamification in the learning process

To know and understand the mechanical, dynamic and aesthetic (MDA) game systems and their application in different educational environments To organize and coordinate various working groups in gamma environments. Know and put into practice the new trends and use the different tools available for gamification.

Educational Minecraft

Designing learning environments based on Minecraft: Education Edition

Mobile devices

Identify mobile learning and use this methodology in the classroom by using the specific software and hardware To locate, employ and teach how to use mobile applications to improve the teaching-learning process.

Elaboration and evaluation of technological projects

To design an innovative technological project in an educational environment that is coherent and integrated with the defined methodological innovation strategy. To carry out the planning and monitoring of the educational technological project, as well as to design and implement a system of evaluation and continuous improvement associated with the project.

Interactive devices: digital whiteboards

Use audiovisual and interactive resources through the POI for classroom training. Design training sessions and materials for classroom delivery through the POI-specific software. Use specific resources for the POI and make use of the tools in a creative and useful way.

Collaborative and personal learning environments

To create collaborative working environments among the students of educational and training programs. To promote that participants create their own environments and personal networks in the context of educational programmes and lifelong learning itineraries.

Educational platforms: open learning environments

Implement and manage the most significant and effective online educational platforms such as Moodle, Schoolgy and Edmodo, and develop learning environments on them.

Augmented learning environments

To employ techniques and use software of augmented reality in the teaching activity, developing augmented learning environments.

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