1
tesis de maestría
Publicado 2018
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La investigación realizada respecto Gestión educativa y marketing educativo en la institución técnico productivo de la Victoria-Lima, 2017, inicia por dar respuesta la interrogante, ¿si se realiza buena gestión entonces el marketing educativo sería bueno? El estudio determinó dicha relación sustentada en la presente investigación por argumentos empíricos y teóricos. La metodología utilizada corresponde al enfoque cuantitativo, el método aplicado fue el hipotético deductivo de tipo básica, con un diseño no experimental de corte transversal y correlacional. Se tomó una muestra de 130 docentes de la institución técnico productivo de la Victoria-Lima, 2017, aplicándose dos instrumentos que la gestión educativa y el marketing educativo, que fueron validados por expertos en la temática y metodología, la confiabilidad por Alpha de cronbach para ambos instrumentos. Para l...
2
tesis de maestría
Publicado 2023
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La actual investigación su objetivo fue: Determinar la relación entre transformación digital y seguridad de los datos en una municipalidad de Amazonas, 2022. La investigación es cuantitativa, no experimental tipo básica, se realizó una prueba piloto para medir la fiabilidad de los instrumentos conformado por 20 personas, los resultados obtenidos son 0,831 y 0,809. Su población fue de 70 y la muestra 60 participantes. Se utilizó la encuesta en ambas variables. Se aplicó la prueba de Kolmogorov-Smirnov para una muestra dando como efecto que los datos tienen presentan sig. Asintótica (bilateral) < 0.05, y se emplea para la prueba de la hipótesis Rho Sperman. En los resultados se observa p<0.05, con coeficiente de correlación positiva baja =0,318, se rechaza la hipótesis nula, concluyendo que existe relación significativa entre transformación digital y seguridad de los datos e...
3
artículo
Publicado 2022
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The objective of the study is to describe the world scientific production on gamification in the Scopus and Web of Science databases between the months of January 2020 and March 2022. We worked with a universe consisting of 754 documents from the database Web of Science and 1443 from Scopus. The results indicate that, in terms of the number of authors, Scopus has 1,336 and Web of Science, 2,223. The rate of collaboration between authors is slightly higher in Web of Science (3.18) compared to 3.05 in Scopus.Regarding the author with the highest production on the subject, Juho Hamari stood out, while the Lecture notes in computer science magazines in Scopus and the Sustainability magazine in WoS stood out as the media with the highest production of articles on gamification; On the other hand, Spain was the main country producing scientific evidence, and the type of scientific production th...
4
artículo
Publicado 2022
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The Internet of Underwater Things (IoUT) exhibits promising advancement with underwater acoustic wireless network communication (UWSN). Conventionally, IoUT has been utilized for the offshore monitoring and exploration of the environment within the underwater region. The data exchange between the IoUT has been performed with the 5G enabled-communication to establish the connection with the futuristic underwater monitoring. However, the acoustic waves in underwater communication are subjected to longer propagation delay andhigher transmission energy. To overcome those issues autonomous underwater vehicle (AUV) is implemented for the data collection and routing based on cluster formation. This paper developed a memeticalgorithm-basedAUV monitoring system for the underwaterenvironment. The proposed Autonomous 5G Memetic (A5GMEMETIC) model performs the data collection and transmission to inc...
5
artículo
Publicado 2022
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The development of Internet of Things (IoT) applications for creating behavioural and physiological monitoring methods, such as an IoT-based student healthcare monitoring system, has been accelerated by advances in sensor technology. Today, there are an increasing number of students living alone whoare dispersed across large geographic areas, therefore it is important to monitor their health and function. This research propose novel technique in high performance modelling for health monitoring system by 5G network based machine learning analysis. Here the input is collected as EEG brain waves which are monitored and collected through 5G networks. This input EEG waves has been processed and obtained as fragments and noise removal is carried out. The processed EEG wave fragments has been extracted using K-adaptive reinforcement learning. this extracted features has been classified using na...
6
artículo
Publicado 2020
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ABSTRACT Objective: The objective of this article is to conduct a review of the fundamentals related to key aspects of digital policy and its governance mechanisms. Methodology: The hermeneutic methodology has been chosen in order to qualitatively approach the topic, based on bibliographic analysis. Results: The mechanisms and processes inherent to digital governance at micro and macro levels and their influence in the world are described as well as the development of digital policies applied to the field of education. Conclusion: The opportunities and difficulties of developing multilevel governance systems based on the application of digital infrastructures and the consolidation of urban technological ecosystems are discussed.
7
artículo
Publicado 2023
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The objective of the study is to describe the world scientific production on gamification in the Scopus and Web of Science da tabases between the months of January 2020 and March 2022. We worked with a universe consisting of 754 documents from the database Web of Science and 1443 from Scopus. The results indicate that, in tenns of the number of authors, Scopus has 1,336 and Web of Science. 2,223. The rate of collaboration between authors is slightly higher in Web ofScience (3.18) compared to 3.05 in Scopus. Regarding the author with the highest production on the subject. Juho Harnari stood out. while the Lecture notes in computer science magazines in Scopus and the Sustainability magazine in WoS stood out as the media with the highesr production ofanides on gamification: On the other hand, Spain was the maín country producing scientific evidence, and the type of scientific production th...