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1
tesis de grado
Este tema de tesis tiene como objetivo presentar los lineamientos para la implementación de una solución que, utilizando teléfonos móviles como medio de comunicación entre participantes, soporte el servicio que ofrece una empresa de taxi. En el capítulo 1 se da una breve introducción sobre el trabajo realizado así como también se definen los objetivos del proyecto y el alcance del mismo. En el capítulo 2 se analiza la situación del servicio de transporte de taxis en el Perú, así como los procesos más importantes que las empresas llevan a cabo. Se concluye describiendo el problema a solucionar con la implementación de la aplicación mencionada en esta tesis. En el capitulo 3 se hace una breve explicación sobre las diferentes tecnologías que se utilizan en la actualidad para el desarrollo de aplicaciones con dispositivos móviles. Se realiza una comparación entre las plat...
2
tesis de grado
Este tema de tesis tiene como objetivo presentar los lineamientos para la implementación de una solución que, utilizando teléfonos móviles como medio de comunicación entre participantes, soporte el servicio que ofrece una empresa de taxi. En el capítulo 1 se da una breve introducción sobre el trabajo realizado así como también se definen los objetivos del proyecto y el alcance del mismo. En el capítulo 2 se analiza la situación del servicio de transporte de taxis en el Perú, así como los procesos más importantes que las empresas llevan a cabo. Se concluye describiendo el problema a solucionar con la implementación de la aplicación mencionada en esta tesis. En el capitulo 3 se hace una breve explicación sobre las diferentes tecnologías que se utilizan en la actualidad para el desarrollo de aplicaciones con dispositivos móviles. Se realiza una comparación entre las plat...
3
artículo
With the evolution of browsers and the implementation of new Web standards (HTML5), new tools became available that have enabled us to create more complex web applications with better user experiences. Over time, these types of applications have proven useful, but deteriorate the user experience as extended lengths of time are used load the data on each page. For this same reason, it is proven that there is a need for interaction from the server to the generation page with the hybrid applications. One such technique was to allow the use (creation and modification) of graphical user interface elements, both in the client just like the server, which is why these applications are called isomorphic. This article shows the process that was undertaken to arrive at the concept of isomorphic applications, which describes the characteristics that must have an isomorphic implementation and, finall...
4
objeto de conferencia
La gamificación es una técnica que permite utilizar en distintos contextos las que se presentan en los juegos. En la actualidad, existen varias iniciativas para aplicarla en contextos educativos, las cuales buscan impactar en la experiencia de los estudiantes mediante la mejora en la motivación (Surendeleg et al., 2014; Hamari et al., 2015; Rincón-Flores et al., 2018) y la atención de ellos (Hamari & Keronen, 2017). Para una correcta aplicación de la gamificación, es necesario basarse en alguna metodología que ordene y facilite su adopción, así como una herramienta que dinamice su utilización por parte de los docentes y los estudiantes. Gamit! Es una plataforma tecnológica de gamificación cuyo valor radica en facilitar la adopción de esta técnica mediante una metodología basada en narrativas.
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artículo
Indexado en Latindex (Catálogo 2.0) y DOAJ
6
artículo
With the evolution of browsers and the implementation of new Web standards (HTML5), new tools became available that have enabled us to create more complex web applications with better user experiences. Over time, these types of applications have proven useful, but deteriorate the user experience as extended lengths of time are used load the data on each page. For this same reason, it is proven that there is a need for interaction from the server to the generation page with the hybrid applications. One such technique was to allow the use (creation and modifi cation) of graphical user interface elements, both in the client just like the server, which is why these applications are called isomorphic. This article shows the process that was undertaken to arrive at the concept of isomorphic applications, which describes the characteristics that must have an isomorphic implementation and, final...
7
objeto de conferencia
Teaching 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 used pair programming practice to solve this problem in an undergraduate classroom activity, aiming that finding the best pair configuration based on previous programming skills and character affinity, would lead us to better results. The experiment was divided into five rounds, increasing the complexity every each exercise. Afterward, we compared the score obtained by the students in the mid-term exam with last semester scores, resulting in an improvement of 0.37 points with the previous semester, which was 12.3% of the highest score (3 points).
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9
artículo
The task of elaborating accurate test suites for program testing can be an extensive computational work. Mutation testing is not immune to the problem of being a computational and time-consuming task so that it has found relief in the use of heuristic techniques. The use of Genetic Algorithms in mutation testing has proved to be useful for probing test suites, but it has mainly been enclosed only in the field of imperative programming paradigms. Therefore, we decided to test the feasibility of using Genetic Algorithms for performing mutation testing in functional programming environments. We tested our proposal by making a graph representations of four different functional programs and applied a Genetic Algorithm to generate a population of mutant programs. We found that it is possible to obtain a set of mutants that could find flaws in test suites in functional programming languages. Ad...
10
artículo
Gamification 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 student attitudes. This research aimed primarily to assess the change in attitude towards mathematics in high school students through a gamified methodology involving a reward system managed through a web platform called Gamit! This platform was developed by professors from two Latin American universities to manage gamification in a way that ensured that the anonymity of the class rankings was maintained. A mixed (QUAN-Qual) and quasi-experimental methodological approach was used for this study; two questionnaires were applied to 454 high school students and a focus group was performed with a group of seven professors. The quantitative analysis was processed with SPSS and c...