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interactive program » incentive program (Expander búsqueda), intervention program (Expander búsqueda)
game interactive » rule interactive (Expander búsqueda), _ interactive (Expander búsqueda), e interactivo (Expander búsqueda)
interactive program » incentive program (Expander búsqueda), intervention program (Expander búsqueda)
game interactive » rule interactive (Expander búsqueda), _ interactive (Expander búsqueda), e interactivo (Expander búsqueda)
1
artículo
Publicado 2014
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The design and implementation called "A program of social interaction games to stimulate the control of first-grade students’ aggressive behaviors of Sagrado Divino Maestro School, in Las Brisas, 2013" was made in response to the problems found in this school, which shows a low level of control of aggressive behaviors in order to contribute to revert this situation in favor of children. For this purpose, we worked with a population of 175 children, of which 37 formed the experimental group and 37, the control group. The stimulus was implemented to the experimental group on March 5th, 2013. The program of Social Interaction Games consisted in the implementation of 15 learning sessions concerning to the development of games to enable social skills, stillness collective games, movement collective games, assertiveness and confidence games. After having implemented the stimulus, it was evid...
2
objeto de conferencia
Thanks to CIENCIACTIVA, CONCYTEC, UNSA and the pilot educational institutions San Antonio María Claret and Republica Federal Alemania, for the financing and support in the project called “Plataforma interactiva de programación visual con interfaces tangibles, con aplicación en la enseñanza de matemática en educación básica regular No. 18367-2016”, allowing the improvement of scientific research for the development of the country
3
artículo
Publicado 2021
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This research is about a study of the levels of learning in students of fourth grade of primary level of an educational institution, Callao, in which was used an interactive program as a tool to improve the learning of the biodiversity. This interactive program LIM consist of a set of multimedia educational activities like crosswords, puzzles, text exercises, questions, memory games, secret word activities and others. The sample was conformed by 30 boys and girls between 9 and 11 years old. The simple descriptive design was used. Test of Sevillano (1995) was applied like a measure instrument. It was adapted by Jose Luis Solis (2009). Results show that students who use the interactive program have a high level of learning about biodiversity. I conclude that the high achievement reached improves the learning of students.
4
artículo
Publicado 2019
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A la U. Nacional de San Agustín de Arequipa, por el financiamiento de la investigación: Los Juegos de Televisión (programas de concursos de conocimiento, game shows) y el Aprendizaje del Vocabulario inglés en los estudiantes del Cuarto Grado de Educación Secundaria de las Instituciones Educativas Particulares Daniel Goleman de Juliaca y Jens Knudsen de Arequipa, ganadora de una subvención, contrato N° 97-2016-UNSA en la primera convocatoria, “Tesis para optar el título profesional”, que da origen al presente artículo, en el que participó el equipo de investigación, a la convocatoria del convenio de Cienciactiva-UNSA de CONCYTEC Perú, al haber monitoreado y evaluado la investigación inicial.
5
artículo
Publicado 2020
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We present a collaborative coding environment that helps the teaching of introductory computer graphics courses, with the goal of to do teaching graphics fundamentals more effectively and lowering the excessive difficult of initiate into 3D graphics programming. Traditionally, the OpenGL Library is used for teaching computer graphics courses, since there are bindings for the most popular languages, including Python, Ruby, Java and the web (WebGL). In particular, our proposed framework provides a web IDE for collaborative coding, between classmates or workgroups, and the professor can help them or interact on it. The second component is the use of the Emscripten library, which allows the program with OpenGL on the web in the same way as it is done in a local mode. Compared with WebGL, our proposal has better benefits since the code could be used in any computer with OpenGL support, which ...
6
tesis de maestría
Publicado 2025
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El trabajo de investigación de maestría titulado "Método de capacitación en ciberseguridad basado en Serious Games para desarrollar comportamientos seguros en instituciones de educación superior" propone un enfoque innovador para reforzar la ciberseguridad en este sector, mediante metodologías interactivas que promueven cambios sostenibles en el comportamiento. La propuesta responde a la creciente exposición a ciberataques en las instituciones educativas, muchas veces originados por debilidades institucionales. Se destaca cómo la cultura organizacional influye en la capacidad de respuesta ante incidentes de ciberseguridades en la cultura organizacional vinculadas al factor humano. En el Capítulo 1 - Introducción, se presenta el problema de estudio, los objetivos y la justificación del trabajo, resaltando la influencia de la cultura organizacional en la respuesta institucional ...
7
tesis de maestría
Publicado 2023
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El estudio se desarrolló con un diseño cuasi-experimental, se centró en determinar la efectividad del programa virtual Juego, Escucho y Aprendo en el desarrollo de la conciencia fonológica en los niños de 5 años de una institución educativa pública del distrito de San Miguel – Lima. El programa fue validado previamente por especialistas en el área. Los 44 estudiantes participantes fueron divididos en dos grupos: experimental (23) y control (21). El instrumento para medir la conciencia fonológica en las dimensiones silábica y fonémica fue la Prueba PECO. La aplicación del programa fue de manera sincrónica, en él se desarrollaron actividades prácticas e interactivas que impulsaron mejoras en la identificación, adición y omisión de sílabas y fonemas. Los resultados en las mediciones de post-test indicaron que los estudiantes del grupo experimental mejoraron significati...
8
artículo
Publicado 2005
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A renowned corporate group states that there is a very important relationship between the development and the educational level of a people, and so decides to improve the mathematics school program as a way to improve academic performance. It starts by developing school texts with a new methodology and then, sponsored by other companies, it donates them to public educational institutions around the country. Shortly after, the program, Math for Everyone, seeks to increase its coverage and leaps to a virtual format, with an interactive proposal geared towards fun and games in order to catch the child and teenager’s attention.
9
artículo
Publicado 2005
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A renowned corporate group states that there is a very important relationship between the development and the educational level of a people, and so decides to improve the mathematics school program as a way to improve academic performance. It starts by developing school texts with a new methodology and then, sponsored by other companies, it donates them to public educational institutions around the country. Shortly after, the program, Math for Everyone, seeks to increase its coverage and leaps to a virtual format, with an interactive proposal geared towards fun and games in order to catch the child and teenager’s attention.
10
tesis de grado
Publicado 2021
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The aim of this research study was to assess the effectiveness of a learner training program based on interactive games to improve fourth year students’ English-speaking skills at Aplicación UNAP Secondary School, San Juan Bautista 2019. The type of research was evaluative and field study, contemporary transectional, univariate and quasi-experimental designs with pretest, posttest and control group. The population was made up by 92 students and a deterministic sample of 64, divided into the experimental group (4th A, 32 learners) and the control group (4th B, 32 learners). The results of the posttest show that the experimental group outperformed the control group as their mean scores were higher (13,56 > 10,62) in English speaking. The same happened in its indicators: Fluency (14,15 > 11,71), grammar (13,45 > 11,12), pronunciation (13,87 > 10,21), vocabulary (13,65 > 10,65), body lang...
11
tesis de grado
Publicado 2013
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The educational interest of this effort refers explicit to get through this research program called the predisposition Games in Basketball and Football Practice in students 1 O and 11 years Elementary Sixth Grade of School Experimental " José Carlos Mariátegui "of the Faculty of Education and Humanities of the UNSM, Rupacucha industry, Rioja District, 2012. Achieve predisposition or learn to play football and basketball our sixth graders. From the perspective of understanding the willingness of our students towards sports is trying to study this seemingly simple phenomenon torces us to confront sorne of the oldest and most important issues of the human learning process: the interaction between those teaching strategies to facilitate understanding and mastery of learners to incorporate new knowledge and skills. Then the program Predisposition Games in Basketball and Football Practice in...
12
artículo
The purpose of this research was to explore educational mobile applications of electronics in Spanish to identify those that favor the learning of university students, specifically from the Computer Engineering degree program at the UAEM Texcoco University Center. An evaluation instrument was developed based on technical and didactic criteria based on the constructivist model, prioritizing interactivity, usability, educational content and feedback. The methodology included a literature review on evaluation instruments and the use of mobile applications as self-directed learning tools. The applications were selected through an analysis of their performance. Data were obtained from university students who applied the instrument. It was identified that the application “Electrician’s Manual” was the best rated in its didactic properties with 9.33 points, “Electrodoc” was placed wit...
13
artículo
The purpose of this research was to explore educational mobile applications of electronics in Spanish to identify those that favor the learning of university students, specifically from the Computer Engineering degree program at the UAEM Texcoco University Center. An evaluation instrument was developed based on technical and didactic criteria based on the constructivist model, prioritizing interactivity, usability, educational content and feedback. The methodology included a literature review on evaluation instruments and the use of mobile applications as self-directed learning tools. The applications were selected through an analysis of their performance. Data were obtained from university students who applied the instrument. It was identified that the application “Electrician’s Manual” was the best rated in its didactic properties with 9.33 points, “Electrodoc” was placed wit...
14
tesis de grado
Publicado 2018
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La presente investigación tiene como objetivo el medir el impacto de la implementación del sistema SATD (Sistema Administrativo de Tramites y Diezmos); sistema que permita gestionar la documentación, administración de aportes (diezmos u otro tipo de aportes) así como la gestión del padrón de ministros, en la institución religiosa “Las Asambleas de Dios del Perú”. Luego de la implementación de dicho aplicativo se medirá el impacto de este sobre la eficiencia de sus procesos, la satisfacción de los participantes de estos procesos, su acceso a la información y la calidad de la misma. Para el desarrollo del aplicativo se utilizará la herramienta tecnológica ASP.NET MVC Framework 4.0 con la cual la aplicación se compondrá de tres funciones interdependientes: modelo, vista y controlador. Como metodología de desarrollo y gestión se utilizará SCRUM. Debemos recordar que e...
15
tesis de grado
In the Peruvian education it is estimated that this climate of freedom, encourage the child's creativity not only in artistic expression, but also in solving problems, and allow developing the initiative and autonomy that allows you to do things independently and decision making to choose among several alternatives. Considering that the game is of fundamental value for all people as the alienating world in which we live, • but specifically is a right and a vital necessity for the child, a few years ago I worry about the result of continuous observations They are showing that children play less and less, both in schools and in homes and open spaces. It seems that educational institutions have lost the world of imagination by giving way only to the world of reality. The incorporation of rules and regulations, organization of time and space, programs and forms of relationship in the class...
16
artículo
Publicado 2024
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This research explores the perception of customers in Spain about interactions with chatbots as customer service agents and attempts to identify the communicative and marketing factors of success in this interactivity, which is growing in the Broadband Society. To achieve the research objectives, a quantitative methodology is followed through a survey aimed at Spanish clients without distinction of origin. The results show that customers’ perception of the chatbot depends on the context. If the customer’s question or request is simple, the perception is positive; if it is a complex question, the perception is negative. Furthermore, it is observed that the main factors that affect customer perception are quality and context. It is concluded that there is a relationship between the quality of the chatbot and customer satisfaction and it has been identified that the most important facto...
17
tesis de grado
Publicado 2012
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We understand education as integral formation of the person. We believe that the work of teachers is to prepare students in class today to live and work in tomorrow's world, in an increasingly complex society that requires people who can solve problems and adapt to different situations (Burrill, 1998; Chamoso and Rawson, 2003). So far it has taught students to make, not to think. But mathematics is not merely a collection of facts and skills but, above all, a way of thinking (Kehle, 1999). Many studies recommend that students should learn to value mathematics, . feel secure in their ability to do mathematics, reaching solve math problems, learn to communicate through mathematics and learn to reason mathematically. The art of teaching has little to do with trade in knowledge, its primary purpose must be to promote the art of learning (von Glasersfeld, 1995). However, one can not forget th...
18
tesis de grado
Publicado 2021
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Esta investigación ha tenido como objetivo desarrollar el programa pedagógico Me muevo y aprendo para mejorar el nivel de desarrollo psicomotor en niños de cinco años. Es un estudio propositivo de tipo aplicativo. Se ha diseñado el programa Me muevo y aprendo el cual está fundamentado en el juego motor y en el que se utilizó como estrategia metodológica el uso de actividades que permitan al niño interactuar con el medio que los rodea a través del juego, siguiendo así la propuesta de Aucouturier (2007) y la de Haeussler y Marchant (2009) en cuanto a las dimensiones: coordinación, lenguaje y motricidad. El programa fue validado mediante juicio de expertos obteniendo un coeficiente V de Aiken de 1. Se concluye que el programa es beneficioso para los niños de 5 años, la aplicación de las sesiones permitirá el desarrollo psicomotor mediante el uso de actividades lúdicas y el ...
19
tesis de grado
Publicado 2021
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La metodología de las capacitaciones define el nivel de cultura en seguridad que se desarrolla en la organización, y estas deben ser comprensibles para el colaborador, con la finalidad desensibilizar y concientizar en seguridad y prevención de accidentes. La presente investigación asumió como objetivo la caracterización de metodologías de las capacitaciones en seguridad y prevención de accidentes. Como parámetros se determinó como base de datos “La Referencia” y, cinco logaritmos de búsqueda. Se obtuvo una muestra de siete trabajos de investigación. De los trabajos hallados se revisó la metodología en las capacitaciones, caracterización de la estrategia de capacitación, población y muestra en estudio, resultados y conclusiones. En dichos trabajos se implementó capacitaciones con ludo prevención, videojuegos, realidad virtual inmersiva y videos interactivos. Concluy...
20
libro
CITIE 2020, enfocado en Educación Digital Post COVID-19, debido al contexto de la pandemia se ha desarrollado de forma virtual. CITIE promueve espacios de diálogo y reflexión entre profesores, gestores e investigadores relacionados con la educación. Esta edición de CITIE ha permitido la socialización de las tendencias e innovaciones que se están manifestando ellos mismos en diversos contextos educativos. En esta ocasión se han realizado 80 manuscritos de los cuales 36 fueron aceptados para presentación, estos se enmarcan en las áreas temáticas de este edición: • Educación digital. • Tendencias en educación. • Innovación educativa. Entendemos que la educación es la única herramienta de cambio en la sociedad y estos espacios de la socialización, como CITIE, favorece este desarrollo.