Desarrollo de Software

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Now showing 1 - 5 of 75
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    Aplicación Responsive para apoyar el desarrollo de la motricidad gruesa y fina en niños de 3 a 6 años
    (Instituto Tecnológico Superior Sudamericano, 2024) Dorian Fernando Landi Morocho
    Gross motor refers to the control of large muscles to make large movements, such as walking and jumping. By contrast, fine motor skills focus on precise control of small muscles, essential for tasks like writing and buttoning. For full development and successful interaction with the environment, both skills are essential; Because of this, the problem would be that children from 3 to 6 years old may experience delays in their physical maturation and cognitive abilities due to problems with their gross and fine motor skills. Your ability to navigate your environment and perform daily tasks effectively can be hampered by a lack of coordination in large, complex movements. The objective of the research was to develop a responsive application that helps children from 3 to 6 years of age to improve gross and fine motor stimulation, the application has optimal exercises so that the child can improve their psychomotor performance, therefore , the methodology that was used for the investigation was the mixed methodology since several surveys and interviews were carried out for more information from professionals, also, the coordination and balance of the child will improve significantly by using the application of gross and fine motor skills, their dexterity manual and manipulation skills will also improve significantly; The motor app will prove to be an effective tool for improving children's coordination and motor skills, providing a playful and stimulating approach to their physical and cognitive development.
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    Percepción de la brecha de género en relación con las áreas de Ciencias, Tecnología, Ingeniería y Matemáticas
    (Instituto Tecnológico Superior Sudamericano, 2024) José Luis Nieves Yunga
    This thesis examines the perception of the gender gap in the fields of science, technology, engineering, and mathematics (STEAM) among first and second-cycle students at the Instituto Tecnológico Superior Sudamericano, aiming to promote equal opportunities and the full utilization of human potential in these areas. The research investigated scientific literature on the gender gap in career choices, as well as students' individual perceptions of the barriers and challenges they face in accessing and advancing in STEAM fields. Additionally, a proposal was made to organize a mini-conference to comprehensively promote STEAM education, featuring women who have excelled in these disciplines. The findings reveal a significant lack of information, female role models, and motivation for women to pursue STEAM careers. This lack of encouragement significantly contributes to the persistence of the gender gap, as evidenced by the data from the Instituto Tecnológico Superior Sudamericano, where only 12 women are enrolled in the software development program, with alarmingly low graduation rates for female students. This study highlights the need to implement effective strategies to increase female participation in STEAM careers and close the existing gender gap.
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    Desarrollo de la aplicación web PROEDUTEC para la aplicación del ABP en proyectos del colegio Técnico de bachillerato Ricaurte
    (Instituto Tecnológico Superior Sudamericano, 2023) Bryam Armando Capelo Araujo
    The purpose of the research is to provide a teaching-learning tool or a methodological guide providing students, teachers and the entire educational community of the Ricaurte Technical High School, regarding the implementation of Project-Based Learning, that is, the structure and what are the phases that follow to implement a PBL in an adequate and assertive way. The main problem that to implement this methodology is the class schedules and birds do not give teachers time to be in all the work groups. Another problem that was observed was the use of ICT in education by the teacher, who must be able to use different resources and technologies to achieve the objectives of the learning session. By inquiring more about the PBL, it encourages motivation, collaborative work, the acquisition and consolidation of knowledge in students. Digital repositories are a deposit to store objects such as files, images, manuscripts or any other file in electronic format. The objective of this project is to develop a website that serves teachers and students as a methodology guide for the implementation of the PBL, apart from developing a repository where the projects will be stored.
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    Desarrollo de entornos virtuales de enseñanza aprendizaje con herramientas web 3.0 y 4.0 para la asignatura de inglés
    (Instituto Tecnológico Superior Sudamericano, 2022) Juan Ojeda; Pablo Macancela
    The objective of the research is to help children from 5 to 7 years of the particular educational unit Carlos Crespi II, from initial levels integrating Gamification methodologies, to the teaching learning process in the classes of the subject English and is applied to the project, due to the lack of free platforms of easy accessibility, presenting the project with the development of a playful tool to carry with the student the monitoring of their creative, motor and perceptive abilities, giving way to the possibility of implementing the development of activities that contribute directly to the development, with which teachers can help strengthening the classes taught to students, relying on the methodology of Gamification giving the student the possibility of learning a new way Didactics the subject of English, introducing virtual learning environments and implementing the resources of ICTs , which have an important role in the life of each person. The software is developed in order to help students who have attention problems due to the lack of innovation of the current classes in terms of the tools used and who are interested in learning using the project support software, so it provides help to demonstrate the benefits of amification and can be used as a playful tool. The proposal is developed to improve the teaching process for the student by using digital tools and different learning methods, through an educational software incorporating web 3.0 and 4.0 elements.
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    Desarrollo de aplicación web para la gestión de convenios del Instituto Tecnológico Sudamericano integrando IA para proyección de datos
    (Instituto Tecnológico Superior Sudamericano, 2023) Paola Daniela Tigre Vásquez; David Alejandro Garay Pintado
    This project aims to develop a web application for the management of inter-institutional agreements of the Instituto Tecnológico Superior Particular Sudamericano integrating neural networks for data processing, in order to perform an evolution process that allows transforming data into information and in turn into applicable knowledge which is freely accessible to teachers, students and other departments within the institute, The system also implements technologies for a user-friendly and eye-catching design to improve the existing module within the SGA, in order to provide a better user experience and better presentation of information, as it is currently a problem for the following reasons: 1) The data entered into the current system has no evolution or applicable use within the different departments of the institute and 2) Users do not have a pleasant experience within it, this leads to users opting for spreadsheets for convenience. The project is aimed primarily at the managers of the department of linkage, who will be the main beneficiaries of the different tools, teachers and students indirectly, which contributes to the communication of the different actors. The methodology chosen to develop the project was SCRUM, which facilitates the development of software development projects. On the other hand, the applied methodology chosen was qualitative to measure, by means of interviews to the people in charge of the linking area, the accessibility of information provided by the application. In the development, favorable results were found in the following areas: 1) User interface 2) Project scalability 3) Data processing and 4) Information accessibility. In short, the web application is a tool that allows users to access and interpret information, so that it can be applied for the benefit of the institute, with a pleasant user experience.