Examinando por Materia "Realidad virtual en la enseñanza"
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- PublicaciónAcceso abiertoA volar por los cerros(Universidad de San Buenaventura - Cali, 2018) Medina López, Laura Bibiana; Solano Bolaños, Julieth Stephany; Astorquiza Jurado, Luis Edmundoith the passage of time, climate change has been a factor that directly affects the environment and within this same highlights the environmental impact on the tutelary hills of the city of Cali. For this reason, we developed this thesis which presents the design of a transmedia project titled A Volar por Los Cerros, which aims to represent and show evidence that the projects carried out by the CVC together with the DAGMA in the tutelary hills of Cali. The object of study for this project will be known as Ecoparque Cerro de la Bandera.This transmedia project consists of an iBook, a web page, a fan page on Facebook and a prototype of a video installation to show the impact of the environmental projects carried out by the respective responsible entities. A research stage is carried out from the purely environmental field and from the field of Multimedia Engineering, aiming to unify knowledge and build a project that has a positive impact on the community. A design of the video-installation involving interactive multimedia technologies is carried out and the prototype of this and the evaluation of the impact caused in the community proceed.
- PublicaciónAcceso abiertoDesarrollar un sistema interactivo aplicando realidad aumentada para el desarrollo de la lectoescritura utilizando el método de enseñanza Clave Fitzgerald en niños con discapacidad auditiva(Universidad de San Buenaventura - Cali, 2018) Copete, Jesús Alberto; Moncada, Juan David; Cano Mazuera, Sandra PatriciaAugmented Reality (AR) is a technology that complements the perception and interaction with the real world and allows the user to be in a real, enhanced environment with additional information generated by the computer. This technology is being introduced in new areas of application such as education. The inclusion of technologies in education has had a high impact in recent centuries, so that latest research has focused on designing different systems that can promote the education of children using technology. The AR allows to include virtual data, such as multimedia content based on physical interaction, supported by a real-world object. For this, a mobile device is needed, in such a way that the interaction is portable, and at the same time it motivates the child during his / her learning in reading and writing. On the other hand, a deaf child faces many difficulties in different areas, such as: social, emotional and cultural. Therefore, a deaf child who does not have hearing aid must learn to communicate through writing to achieve communication with society. The learning process of the reading of the deaf child is difficult, since it lacks the sense of hearing and must memorize each of the words visually. In addition to being a child who has a limitation, his metaphor of interaction is different compared to a child in regular conditions. The main channel of communication of a deaf child is visual, therefore the presentation of the pictograms must allow the child to understand the meaning of the word through visual correspondence, by means of a pictogram.
- PublicaciónAcceso abiertoDiseño de una herramienta de identificación de rutas de aprendizaje basado en patrones de consumo de objetos de aprendizaje en la plataforma MOODLE(Universidad San Buenaventura, Cali, 2018) España Ríos, Olga Beatriz; Segovia Jiménez, Rocio EmiliaLos procesos de enseñanza aprendizaje hoy en día se encuentran apoyados por plataformas tecnológicas que permiten a los estudiantes interactuar de una manera sencilla con los diferentes objetos de aprendizaje que han sido diseñados por los docentes de los cursos, sin embargo aún existen vacíos o falta de herramientas que permitan un mejoramiento en la construcción de OA que logren una mayor efectividad en el proceso de enseñanza aprendizaje. En este documento en los capítulos I y II se contextualiza y describe la problemática existente frente a la relación entre los objetos de aprendizaje y los estilos de aprendizaje de los estudiantes y la posible solución a través de la generación de patrones de consumo de los objetos de aprendizaje para la generación de rutas de aprendizaje. En los capítulos III y IV, se presenta la postura de solución y la descripción de la misma a la problemática evidenciada en los capítulos I y II , describiendo el diseño de la herramienta para la generación de rutas de aprendizaje a través de patrones de consumo de objetos de aprendizaje. En los capítulos V y VI se presenta el plan para realizar la validación de la postura de solución presentada en el capítulo IV y asegurar el resultado esperado que es la obtención de las rutas de aprendizaje.
- PublicaciónAcceso abiertoDivulgación de la cultura del grupo étnico indígena guambiano (Misak) mediante el desarrollo de un recorrido virtual interactivo dirigido a los estudiantes de grado segundo de primaria del colegio académico El Poblado(Universidad de San Buenaventura. Cali, 2019) Castañeda Alzate, Julián; Trujillo Mera, Kevin David; Mosquera Losada, Sandra PatriciaThe Misak community, or more commonly known as the Guambiana community, located mainly in the department of Cauca, is one of the many indigenous communities of the Colombian territory that currently face various political, economic and social problems, which have direct consequences concerning the loss of cultural identity and rejection towards these communities.The objective of this degree project is to carry out an interactive virtual tour, making use of the Oculus Go virtual reality glasses, taking advantage of the fact that it is a striking technology, as well as the immersive experience it offers, where by means of games, the main aspects and most important localities of the Misak indigenous community council located in the municipality of Silvia, Cauca. The tour is presented to the second grade students of El Poblado Academic College, with the expectation of establishing the foundations of an initiative on the dissemination of indigenous cultures, their importance, their social inclusion and acceptance of the cultural diversity present in Colombia.
- PublicaciónAcceso abiertoEntornos ubicuos y colaborativos (U-CSCL) para ambientes de enseñanza-aprendizaje de competencias profesionales(Universidad de San Buenaventura - Cali, 2016) Collazos Ordóñez, César Alberto; Jurado Muñoz, José Luis; Merchán Paredes, Luis; Duque Méndez, Néstor Darío; Vicari, Rosa María; Aciar, Silvana Vanesa; Coto Chotto, Mayela; Torres Bermúdez, Álex Armando; Giraldo Ocampo, Mauricio; Hernández Leal, Emilcy Juliana; Herrera Sánchez, Deiver; Gutiérrez Vela, Francisco Luis; Paderewski Rodríguez, Patricia; Hurtado Alegría, Julio Ariel; Mora Rivera, Sonia; Cordero Esquivel, Carmen; Concha, FernandoEl aprendizaje es el proceso que todo ser humano debe llevar a cabo a partir de experiencias técnicas y metodológicas en un área específica. El reto está en buscar alternativas que contribuyan a la adquisición, comprensión y trasmisión del conocimiento. Esto genera una oportunidad de estudio que diversas líneas de investigación deben contemplar en los alcances de sus proyectos. Por lo tanto, encontrar propuestas innovadoras generen espacios de interacción y colaboración en el aprendizaje de experiencias educativas, es una de las metas que la sociedad demanda de las instituciones educativas, con el fin de mejorar las competencias profesionales en diversas áreas del conocimiento. El propósito de este libro es presentar los desarrollos de la Red Iberoamericana de Apoyo a los Procesos de Enseñanza-Aprendizaje de Competencias Profesionales a través de Entornos Ubicuos y Colaborativos (u-CSCL), donde confluyen investigadores y profesionales de diversas universidades de Iberoamérica, con el objetivo de impulsar actividades conjuntas para la transferencia de conocimiento en un entorno de tecnología colaborativa, personalizada y ubicua.
- PublicaciónAcceso abiertoImplementación de un recorrido virtual con tecnologías 360° e interacción con gestos de la Universidad de San Buenaventura Cali(Universidad de San Buenaventura. Cali, 2019) Borrero Varona, David Ramiro; Trujillo Tintinago, Juan Sebastian; Suárez Campo, JimmyPurpose: This document presents the design and implementation of an interactive virtual tour system aimed at future applicants, students and visitors of the Universidad San Buenaventura Cali.Issue and contribution: In recent years it can be noted that at the University of San Buenaventura Cali, the different faculties and their specialties have increased, which means that they have the need to disseminate the information of the academic offers for all media Both physical and digital in an innovative way. And at the moment, there is no novel way of disseminating institutional marketing of the programs that manage to attract the attention of the target audience and the concept is better reflected in an entirely multimedia way, together with the content that is already developed by the marketing area of the University of San Buenaventura Cali. In this way at the university promote all services in a more innovative and effective way, through this digital tool.Design/Methodology/approach: an approach based on the Design Thinking methodology was carried out, which is based on the user-centered design, for which the use of techniques such as mental map, moodboard, empathy map, Cards, etcetera.Results: A 360º virtual tour was developed, which allows knowing the campus, exploring the academic programs, cultural and sports services of the University of San Buenaventura Cali, through virtual scenarios thanks to the use of smart mobile devices (Smartphone, tablet), computer or digital media with Internet access. The tour was based on Krpano technology and leapmotion.Limitations/implications of the study: The developed tool allows the use of virtual reality glasses, leapmotion sensor, keyboard, mouse, mobile devices. However, the scope of this project do not considered mobile devices or a mobile-leapmotion device connection.Practical implications: This project allows different users to virtually access the facilities of the University of San Buenaventura Cali, without having to be present, because this multimedia scenario as well as recreating a journey as if it was a face-to-face visit to the university campus spaces. It contains information about the academic programs, cultural and sports services offered by the university Social Implications: Similarly, the contribution of this development is a broad knowledge of the institution for the users provided for a visual learning, which is a feature of great value among the aspirants to this institution.Originality/value: The development of this tool provides a new innovative communication mechanism for the university through interactive virtual environments.
- PublicaciónAcceso abiertoImplementación de una herramienta de apoyo basada en principios de gamificación para la mejora de la motivación en los procesos de aprendizaje de la programación en los primeros años de ingeniería(Universidad de San Buenaventura. Cali, 2019) Canaval García, Laura Fernanda; Jurado Muñoz, José LuisThe Gamification Research Seedling - LIDIS of the University of San Buenaventura Cali, proposes the development of a gamified web platform which becomes the objective of the university. Time to learn to program in the first semester of your career.The design of game strategies is a line of interest that has taken into account the different areas of knowledge. The use of game strategies for education is important; The results of these benefits provided by the teaching and students improve the participation and academic performance of these classes.Original language, designed with an experimental method called DeDalus, which has been used to implement an educational tool, which allows students to improve their participation in the classroom and to train in the basic concepts of programming. In different languages, experiencing emotions in an adventure game.
- PublicaciónAcceso abiertoIntegración de componentes tecnológicos desarrollados para la plataforma Moodle que permitan desarrollar cursos con características de aprendizaje adaptativo y gamificación(Universidad de San Buenaventura - Cali, 2018) Varela Valencia, Cesar Humberto; Segovia Jiménez, Emilia RocíoThe Systems Engineering program of the University San Buenaventura Cali, has been concerned to be at the forefront in research topics in gamification learning machines adaptive learning, through educational platforms with the objective of improving the learning process and propose tools that are attractive to students of San Buenaventura University to promote self-sufficient learning, in addition to providing teachers of the institutions tools that optimize the fulfillment activities and evaluation according to progress that each student has through the Educational Platform Moodle. To help teachers and students of San Buenaventura University to progress both teaching and learning in a more dynamic and striking way through the use of the Moodle Platform, a research was made for plugins developed on the platform Moodle that implemented the concepts of gamification and adaptive learning that could be integrated in a satisfactory way allowing achievement a platform tailor. As a result of investigative process it was possible to know and effect the re-use of the Moodle Platform with the select plugins of gamifications and adaptive and consequently with above to make a Moodle Platform tailored for the Lidis research group and finally to do use of the Platform tailored on the courses of Data Structure and logic of the faculty of engineering.
- PublicaciónAcceso abiertoMétodo de desarrollo de objetos virtuales de aprendizaje (OVA) para personas con discapacidad visual(Universidad de San Buenaventura - Cali, 2018) Perea Pinilla, Hail; Ordoñez Erazo, Hugo ArmandoThe development of new technologies has revolutionized the way in which man communicates and interacts thanks to electronic devices. One form of interaction with these devices is virtual or online education, which is adapted to the needs and times of the student. This type of education requires that architects and software developers create educational platforms and author tools, which in turn allow the generation of Virtual Learning Objects (OVA). This is how the OVAS have allowed teachers and educational institutions to implement interactive programs and courses using the internet as a dissemination body, benefiting a large part of the actors in the educational community. This has led to virtual education becoming increasingly important in the educational and labor context. However, despite technological advances, there are barriers to access to virtual learning courses for people with some type of visual disability, because the OVAS used in this type of online courses are not focused for this type of people'. This paper presents a method of developing OVAs for people in a condition of visual impairment, which articulates methodological elements, principles of user-centered design, usability principles and features of hardware and software for access to optimal content for these types of people. ' For the evaluation of the proposed method, in the first instance three OVAS were developed in which aspects of accessibility and usability were evaluated in tests with real users.