Listar Ingeniería de Sistemas por área / línea de investigación "Calidad de vida y bienestar / Educación"
Mostrando ítems 1-17 de 17
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Apoyo social en educación superior: evidencias de validez y confiabilidad en el contexto peruano
(Pontificia Universidad Javeriana, 2020)Acceso abiertoEl apoyo social es un concepto fundamental que describe cómo las relaciones humanas positivas y las redes sociales permiten a las personas superar eventos estresantes y encontrarse en un estado de relativo bienestar. Este ... -
Applying pair programming practice in the improvement of software design skills, in an undergraduate course
(Association for Computing Machinery, 2020)Acceso abiertoTeaching design patterns has proved to be a complicated topic in software engineering courses. Practitioners require mastering this technique in order to develop higher-quality programs. As part of the experiment, we ... -
Are information systems and computer science overlapping more and more?
(ACM Association for Computing Machinery, 2020)Acceso abiertoIn this research, we posit the importance of including Computer Science topics in undergraduate Information Systems courses. A review of the existing literature has mentioned the importance of learning some Computer Science ... -
Association Between Substance Use Behaviors, Developmental Assets and Mental Health: A Glance at Latin American Young College Students
(Frontiers Media, 2021)Acceso abiertoPositive Youth Development (PYD) is an approach that promotes resilience and focuses on youth strengths rather than their weaknesses as done by the traditional deficit-based perspective. Research in Europe and North America ... -
Content-Based Learning Object Recommendation System Using a User Profile Ontology for High School Students
(Springer, 2021)Acceso restringidoThe lack of quality of education in Peruvian schools has caused young people to look for other ways to obtain information, of which the web stands out. However, this tool is made up of billions of web pages, which affects ... -
Cursos online Abertos Massivos (MOOCs) como potencializadores do conhecimento em Instituições de Educação Superior
(Associacao Iberica de Sistemas e Tecnologias de Informacao, 2022)Acceso abiertoThe Higher Education Institutions (HEIs) in Brazilian, in particular universities permanently develop several actions that are provided in the MOOC format on different platforms. The purpose of this study is to propose an ... -
Design and Implementation of a Prototype Based in 2D Blocks with Multiple Shapes for Teaching Computer Programming to Visually Impaired Children
(Institute of Electrical and Electronics Engineers Inc., 2021)Acceso restringidoThis paper proposes the implementation of a prototype based in physical 2D blocks with multiple shapes for teaching computer programming to visually impaired children. The image processing techniques used, the source code ... -
Digital Divide, Local and Global? Surveying Augmented Reality Educational Usage in Europe and South America
(Springer, 2023)Acceso restringidoAugmented Reality (AR) has the potential to enhance students’ learning experiences. To deploy AR as educational tool, access to the requisite infrastructure and readiness of teachers are basic conditions to be met. The ... -
Experiences in using a multiparadigm and multiprogramming approach to teach an information systems course on introduction to programming
(Information Systems and Computing Academic Professionals, 2020)Acceso abiertoIn the current literature, there is limited evidence of the effects of teaching programming languages using two different paradigms concurrently. In this paper, we present our experience in using a multiparadigm and ... -
Gamit! a beat for learning
(IEEE, 2023)Acceso restringidoThis paper presents the results from a gamification platform developed by two Latin American universities from Mexico and Peru, with the aim to promote engagement and improve students' attitudes towards the learning process, ... -
Gamit! Icing on the Cake for Mathematics Gamification
(MDPI, 2023)Acceso abiertoGamification has permeated education as a strategy to improve the teaching-learning process. Research shows that gamified reward systems based on badges, leaderboards, and avatars modifies the learning environment and ... -
Gamit! Interactive platform for gamification
(IEEE, 2022)Acceso restringidoGamit! is a software platform that enables instructors to use gamification concepts and techniques in their classrooms. Currently, the platform allows instructors to create leaderboards and use badges to incentivize students ... -
Integral and transformative engineering coursework in formative research for undergraduate curricula
(IEEE, 2016)Acceso restringidoAt several private Peruvian universities, formative research was not included in the curricula design. Here the problem to solve was the small number of undergraduate dissertations in Engineering. First, the coursework ... -
Research gradualness matrix for undergraduate students in computing related careers
(IEEE, 2019)Acceso restringidoA drawback in the academic formation of some undergraduate students in computing related careers is the lack of preparation for improving their research skills. In the following article, we ought to know if the gradual ... -
Semiotic Alternations with the Yupana Inca Tawa Pukllay in the Gamified Learning of Numbers at a Rural Peruvian School
(International Forum of Educational Technology and Society, National Taiwan Normal University, 2023)Acceso restringidoYupana Inca Tawa Pukllay (YITP) is a ludic didactic resource based on semiotic alternation that, using the reading of numbers in the Inca numeral system, improves its equivalent Indo-Arabic reading. Twelve children from ... -
Teaching of the Yupana with the Tawa Pukllay method for developing the Computational Thinking in children
(IEEE, 2022)Acceso restringidoThe present research aimed to assess if the teaching of the Yupana using the Tawa Pukllay method developed by Prem [16] enables to develop the computational thinking (CT) in children of 10 and 11 years old. For this purpose, ... -
Virtual Reality and BIM Methodology as Teaching- Learning Improvement Tools for Sanitary Engineering Courses
(International Association of Online Engineering, 2021)Acceso abiertoVirtual Reality (VR) is often used to describe a 3D environment wherein objects and images of the real world are simulated through technology. In architectural or civil engineering, the design process with 2D planes could ...