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Digital Technology in Higher Education: Identification of Surfaces in Space Generated by Functions of Two Variables
(Springer, 2023)
Acceso restringido
This forms part of a research project to characterize the mathematical work performed by higher education students in developing a didactic sequence, through digital technology, in which they mobilize the concept of surfaces ...
Gamit! a beat for learning
(IEEE, 2023)
Acceso restringido
This 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, ...
Digital Divide, Local and Global? Surveying Augmented Reality Educational Usage in Europe and South America
(Springer, 2023)
Acceso restringido
Augmented 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 ...
Undergraduate perceptions of remote teaching in Computer-Aided Design courses
(IEEE, 2022)
Acceso restringido
This research analyzes the undergraduate student's perceptions and challenges of the mandatory transition of six computer-aided design courses, from a blended modality to a completely remote one, in the context of the ...
Fab Lab-based learning: an environment to promote Women and Leadership in Engineering Education
(IEEE, 2022)
Acceso restringido
The gender gap remains one of the outstanding problems in engineering education. However, there are global learning communities with more than a decade that show sustainable statistics for learning and leadership in STEM ...
ETC Distance Learning Studies during COVID-19, a meta-analysis
(IEEE, 2022)
Acceso restringido
The recent increase in the amount of research on Distance Learning in Engineering, Technology, and Computing, produced by the adaptations in response to the sanitary emergency, makes it necessary to systematize, classify ...
Gamit! Interactive platform for gamification
(IEEE, 2022)
Acceso restringido
Gamit! 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 ...
Teaching of the Yupana with the Tawa Pukllay method for developing the Computational Thinking in children
(IEEE, 2022)
Acceso restringido
The 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, ...
Technological Context of Kindergarten Education Teachers in Peru before E-teaching due to covid-19. Prepandemic Diagnosis
(Institute of Electrical and Electronics Engineers Inc., 2021)
Acceso restringido
This study with a quantitative, descriptive and trend approach aims to determine the situation of technological resources that kindergarten teachers had in Peru, just before the transition to e-teaching due to covid-19. ...
Content-Based Learning Object Recommendation System Using a User Profile Ontology for High School Students
(Springer, 2021)
Acceso restringido
The 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 ...