Maestría en Educación en Tecnología (Virtual)
URI permanente para esta colecciónhttp://hdl.handle.net/11349/6028
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Ítem Secuencia didáctica digital con simuladores para la enseñanza de los números enteros y la superación de dificultades en su aprendizaje(21-09) Marin Santamaria, Robinson Arnoldo; Bonilla Estévez, Martha AlbaThe present deepening project arises as a possible solution to some difficulties presented by the seventh grade students of the Sumapaz January 17th technical and educational institution learning about integers, specifically in relation to the recognition of the limit of the numerical domain, the ignorance of the order of integers on the number line, ignoring the unary signs of integers when performing operations or making comparisons, giving only one type of interpretation to the number 0, as well as difficulties in solving arithmetic word problems (PAEV) between others, difficulties present in other investigations such as that of Mejía and Gallardo (2016); Bruno and Martinón 1997. Due to the aforementioned, a Digital Didactic Sequence based on simulators is proposed to offers students to address different problem situations in which they can construct different meanings for integers and to solve problems with additive structure of integers.Ítem Integración didáctica de las TIC en el aula regularCipagauta Roncancio, Luis Guillermo; Molina Vásquez, RuthThe didactic integration of ICT in the regular classroom for sixth grade of morning and afternoon in the School Ofelia Uribe de Acosta, measures the perception among teachers and students about the use of technological resources, the support provided by educational institutions; through the various resources that are posed to the institutions, which are not used correctly according to some studies, the use of these is sought optimally, therefore the use of ICT in the regular classroom is analyzed, this is done through a mixed approach (Qualitative - quantitative), the didactic integration of these and the experiences of different authors in front of the Technologies, implementation and integration, a specific educational institution is analyzed and the use of ICTs is verified. didactic competences of the ICT and the didactic strategies of the TIC, different conclusions are observed to other realized works, as it is the terminological ignorance, since the students if they use the tools but do not know the name of these to be able to give account of the diverse technologies used in the institution, on the other hand some specific resources are not used because of their complexity in management and management.Ítem Ciberactivismo en la escuela: estrategia para la transformación y apropiación del uso de redes sociales en contextos del posconflictoRomero Lancheros, Laura Constanza; Rodríguez Ruíz, Jiame AlejandroThis document presents the design of a didactic strategy with STS approach, as well as the results of its application, which help in the solution of three difficulties: 1) improper and irresponsible use of social networks and even the exercise of aggressive actions, negatively affecting the peer coexistence; (2) limited analysis and critical positions of information about the armed social conflict and post-conflict; and (3), the little or nonexistent appropriation of the networks social benefits for the educational community, in particular, and society, in general, as in the case of improving coexistence (virtual and face-to-face) and other relationships. Therefore, this strategy aims to generate spaces and activities that, in an interdisciplinary way, can help solve these difficulties, particularly focused on ninth grade students of Nelson Mandela I.E.D. from Bogota.Ítem Diseño de un prototipo electromecánico de las Torres de Hanói, como instrumento de agentividad en procesos de aprendizajeAcosta Mora, Andrés Ricardo; Páez Rodríguez, Jhon JairoThe relationship between tools and subjects has been widely studied in education. The tools are considered systems of representation that contribute to learning. The new technological possibilities allow the development of tools with capacities to monitor the learning process. That a tool has the ability to follow up opens possibilities for teachers to better recognize their students and for students to also have a better recognition of their learning process. This article introduces a new version of the Towers of Hanoi game. The new version allows tracking of user movements and provides visual, auditory and haptic feedback. For the above, the device uses Arduino boards, infrared sensors, bluetooth communication, LEDs and vibrators. The device was tested with children between the ages of five and six. The feedback offered by the prototype contributes in a better trajectory for the solution of the problem. The exploration of the design of tools with the capacity to recognize the actions of the subject contributes to the decision-making of teachers and learners during the teaching-learning process.Ítem Diseño de una actividad tecnológica escolar en un contexto de huerta urbana para fortalecer la habilidad de resolución de problemasLópez Díaz, Alejandro; Bonilla Estévez, Martha AlbaThis work focuses on addressing problems of the Sustainable Development Goals (SDG) to promote in students the ability to solve problems; From the SDGs, Nutritional Food Security (SAN) is identified, which is stated as the search to maintain adequate food levels so that societies can develop; To achieve this end, it has been observed that urban gardens are a viable response to solve the problem, since it allows families to cultivate plants with nutritional value that mitigate the eventual violation of the SAN; That is why urban gardens are used as a viable response to which eighth grade students of the Colegio Claretiano de Bosa can go to participate in mitigating the violation of the SAN. To present this problem to students, the School Technological Activities (ATE) are used, which are designs proposed by teachers so that students can, through design and construction, explore knowledge and propose possible solutions to the problems that arise. Presents them. Regarding the methodology used in this degree work, it is a qualitative case study methodology, and a descriptive-interpretive approach. Surveys, unstructured interviews, recordings of synchronous encounters through the Meets platform, direct observation and the sequence of activities proposed in the ATE are used for data collection. For the design of the ATE, the components proposed by Quintana, Páez, & Téllez, (2018) are followed, which are: previous knowledge, title, intention, challenge, setting the context or setting, content information, remember that ..., hands to work, the recommendation and the evaluation; Each of these components of the ATE were carried out in 60-minute sessions and are presented in the free Genially application; The result of the students' work is presented in the Google presentations tool, which allows group work and the teacher's intervention in real time to guide the development of activities; The ATE is validated by an expert in the teaching of natural sciences and by its application in eighth grade students, concluding that it is pertinent and that it promotes students' knowledge of SAN and urban gardens, while favoring the problem solving ability. The results correspond to the analysis of the diagnostic test identifying the knowledge that students have in the dimensions of SAN and urban gardens; the description of the problem solving process, going through the stages of understanding the problem, designing a plan to solve the problem, executing the plan and examining the solution obtained and finally identifying the main dimensions of the SAN; It is concluded that there is progress in the identification of the dimensions of the SAN and in the ability to solve problems.Ítem Aprendamos a leer con las TICCastañeda Garro, Luisa Fernanda; Másmela Alba, Diana Marcela; Rodríguez, Jaime AlejandroThe investigation describes a teaching experience made with a group of students that aims to strengthen reading ability through the use of existing technological resources in the classroom, creating an VLE on the Moodle platform, with activities focused on comprehension different types reading related to your immediate environment. The students were accompanied by Rusty, a television character who stands out for being an inventor and helping the planet, who became a participant during the process as a pedagogical strategy to bring them closer to reading, develop skills and also be autonomous, strengthen collaborative work, appropriate and impart knowledge with classmates and teachers in various contexts, comparing the initial processes with the final which describe the process of acquired skills.Ítem A mobile app with gamification to boost integrated skills for the VEPTHortua Patiño, César Augusto; Castañeda-Peña, HaroldThe objective of this document is to present the progress of a mobile app prototype that uses gamification and integrated skills and aims to foster the performance of the Test Takers that present the Versant English Placement Test (VEPT). The VEPT is a placement test that is used by different companies around the world to determine the level of the user according to the Common European Framework of Reference. Android Studio has been the software that allowed the technological development of this prototype that was validated with an experiment that used t-tests, linear regression analysis, and semi-structured interviews. The results show that there is a meaningful difference when pre-test and post-test are contrasted in the experimental group; however, there is no meaningful difference when contrasting post-test results in control and experimental groups. Moreover, there were human factors that affected the research; therefore, it is necessary to acknowledge that M-learning is not exonerated from human factors that could affect interest in technological software.Ítem Diseño e Implementación de una Estrategia Didáctica para la Enseñanza de Ecuaciones Lineales en un Ambiente de Aprendizaje B-LearningGuerrero Niño, Sergio Eduardo; Vivas Neira, Jhon Jairo; Cortés Rico, Laura JulianaThis document presents the design and implementation of a didactic strategy for the teaching of linear equations through the learning environment B-Learning in the seventh grade of de Romeral Departmental Educational Institution, located in the Romeral village, municipality of Sibaté - Cundinamarca. Due to the need of strengthening the academic process of teaching/learning Linear Equations, and taking into account the interest for ICT tools coming from students, virtual tasks in both out-site and in-site modalities are adequate to be implemented through a Virtual Learning Environment (VLE) developed on Moodle platform and a mobile application of control (APP), allowing them a work developed, as in class as in their homes. An experimental group and a control group are established, which were being assessed both after the implementation to validate the differences in each methodological learning strategy.Ítem Diseño e implementación de un EVA para el fortalecimiento de los procesos de enseñanza y aprendizaje de la genética en el grado noveno del Colegio Técnico Menorah IEDMondragón Estupiñan, Juan Carlos; Villarreal Gil, Elda JannethThis graduate project has the objective of strengthening the teaching of natural science and, specially the themes related to genetics through a Virtual Learning Environment (VLA). For the design of VLA the characterization of the students, and their different learning models VAK is taken into account. Which allows the design of different activities for the VLA, which has the purpose capacity to potentialize each one of the styles, allowing the students to get a better understanding of the importance of deepen the learning of genetics. Through the development of this job it can be highlighted the importance of the ICT's inside the class rooms, the periodical testing and academic development of the students. There’s evidence of a positive and motivating response to these class strategies, that are mediated by technology, and furthermore, the importance of having a virtual environment as a way to improve the learning process.Ítem Diseño y Desarrollo de un Ambiente Virtual de Aprendizaje que Cumpla con Criterios de Accesibilidad para Personas con Discapacidad Sensorial VisualCastrillón Valdés, Jasmín Tatiana; Munevar García, Pablo AlexanderThe purpose of this project is to design and develop a virtual learning environment that complies with Web accessibility criteria for people with visual sensory disabilities, taking into account the level of conformity A of the WCAG 2.0 standard. To achieve this objective, specific accessibility criteria are specified for people with visual sensory disabilities that must be taken into account, the characteristics at the level of design and development that a VPA must have and the resources that comprise it, the parameterization of the platform and the design and development of the course, an expert assesses the accessibility of the AVA through the use of assistive technologies, the resources and platform are adjusted taking into account this evaluation and access to students from different foundations is allowed. Colombia and Latin America to explore the course and its elements. The students' interaction in the course is monitored and at the end of the process, the students evaluate different aspects that allow us to understand their perception of the accessibility of the course.Ítem Propuesta para el aprendizaje de la semejanza de triángulos con el uso geogebra a través del diseño de un OVARozo Fresno, Miguel Angel; Bonilla Estévez, Martha AlbaTo promote in 6th grade students at Benjamin Herrera Technical School, the significant learning of the similarity of triangles with the use of GeoGebra software as a technological resource was proposed the design and validation of an OVA. The ADDIE model was used as the methodology for the design of the OVA. The validation was developed from the design-based research methodology, implemented only one cycle of iteration. Two experts in educational informatics and two in mathematics didactics evaluated the OVA and three students, considered potential users, responded to the sequence of activities. The main aspects to be redesigned correspond to the coherence between the learning objectives and the purposes of the activities.Ítem Aproximaciones al pensamiento crítico a partir de diversos ambientes mediados con tecnologíaOlaya Boyacá, Diana Marcela; Osorio Marulanda, Carlos AugustoThis research tried to develop critical thinking in third grade children through different methodological strategies with technological mediations; from three categories such as: cognitive, reflective and creative, the latter expressed through transmedia narratives, giving rise to the accommodation of this type of thought.Ítem Actividad tecnológica escolar mediada por un objeto virtual de aprendizaje para fortalecer la inteligencia espacial en estudiantes de grado sexto del ITI Centro Don Bosco.Tunjano Bohórquez, Andersson Edier; Atehortúa Torres, William Darío; Otálora Porras, NelsonRecently, technology education has undergone significant changes due to its philosophical conceptions as well as pedagogical and didactic reflections. For this reason, school technological activities, become a tool that improves educational processes in the classroom. At the Instituto Técnico Industrial Centro Don Bosco, the technology area is of great relevance, since it is made up of three subjects and the new sixth grade students present weaknesses because they do not have the necessary previous knowledge to achieve the objectives of the classes. Through this proposal, it was sought that the students of the school through a technological school activity mediated by a Virtual Learning Object, achieve a better development of skills related to spatial intelligence, in which students could conceptualize, represent and interpret the two- dimensional and three-dimensional.Ítem Propuesta steam para desarrollar la flexibilidad cognitiva. Una experiencia visual a través de la cámara oscura.Mancipe Rojas, Jenni Andrea; Otálora Porras, NelsonThis work corresponds to a deepening thesis that, dealt with the elaboration of a School Technological Activity (ATE), with which it was sought to promote the development of cognitive flexibility, through the elaboration of the camera obscura, using the methodology STEAM with ninth graders. This report is structured in six chapters, which addresses preliminary aspects, background, theoretical aspects, work methodology, proposal and conclusions.Ítem Actividad tecnológica escolar ATE para el desarrollo del pensamiento computacional en un contexto de huerta escolar automatizadaGarzón Basto, Luis Hernando; Bonilla Estévez, Martha Alba; 0000-0002-9694-0325; Bonilla Estévez, Martha Alba [0000-0002-9694-0325]This deepening work carries out an analysis of the development of PC Computational Thinking skills, its importance in technological transformations and contemporary challenges and its usefulness in the educational context, therefore the project proposes through the application of a School Technological Activity ATE in a context of design and construction of an automated school vegetable garden construction with automatic controls for humidity, temperature and light, to promote and strengthen computational thinking skills and abilities in ninth grade students from the Diego Montaña Cuellar school in Usme, welcoming the initiatives of the program "Programming for Boys and Girls - Coding For Kids" and presenting as a relevant pedagogical commitment, the design and construction of an automated school garden with automatic humidity, temperature and lighting controls, as part of the implementation, thus promoting technological solutions to problems of s food security and in turn encourages the development of computational thinking, from the approach of several authors.Ítem Artefactos y educación en Mediart - hacia una estrategia para la enseñanza de las artes plásticas y visualesForero Cardenas, Ricardo; Rodríguez Ruiz, Jaime AlejandroThe formulation of new learning strategies, particularly in the plastic and visual arts, considering the strategies as action guides for the design of activities that facilitate the training of artists, seek on the one hand to promote creativity and on the other hand to break the paradigms in front of to the crossings and relationships between art, science and technology, thus achieving a synoptic relationship, point of convergence between them, which means assuming the training in arts, in the mediart area, without isolating the one who receives it from socio-cultural context in which artistic practices are given, in such a way that the academy can guarantee students, both the means and the methods as well as the accompaniment to cognitive, sensitive, critical, reflective, intuitive and creative processes.Ítem Diseño y validación de una estrategia, para la formación de maestros con enfoque STEMGordillo Gordillo, Nancy Paola; Quintana Ramírez, AntonioCurrently, one of the challenges facing STEM (Science, Technology, Engineering, and Math) education is to make all the agents involved in learning literate. Based on the above, this paper focuses on the design and validation of a strategy for the training of teachers from a STEM approach, following the methodology of Project Based Learning (PBL), from the formation of communities of practice.Ítem La programación en el aula como herramienta para fortalecer competencias en solución de problemasRodriguez Martinez, Nicolas Esteban; Paez Rodriguez, John JairoThe purpose of the degree work is to design a didactic proposal to promote the development of problem solving skills, through the design and implementation of a learning environment based on a School Technology Activity that frames the teaching of problem solving, through the strategy of analysis of means and ends. This strategy uses two types of problems; the first classic problems used in psychology that will allow the student to practice the basic problem-solving structure, and, second, basic computer programming problems that will allow not only to internalize the problem-solving process but also to structure computational thinking. This work contributes to the teaching of the area of technology and the solution of problems by providing a didactic tool that will allow students to improve their skills in solving structured and weakly structured problems, using the strategy of media and purpose analysis.Ítem Memes científicos y habilidades de pensamiento analítico en la enseñanza de la biologíaMontoya Ortega, Angela Marina; Cuellar Ospina, Juan David; Cadena Montenegro, LilianaThis document presents the thesis work, whose general objective is to identify the incidence of the implementation of a didactic strategy based on meaningful learning that incorporates scientific memes, in the ability of analytical thinking in ninth grade students of Colegio San Cayetano IED. Regarding the methodology, a mixed methods approach is implemented where qualitative instruments are used such as a pretest and posttest based on the EXANI II test and quantitative such as the semi-structured interview and field notes for data collection. The results are tabulated and analyzed individually. The main results indicate that in relation to the four (4) categories of analytical thinking analyzed during the implementation of the pretest and finally the posttest, it can be observed that in two of these four categories the students go from a low to basic level and from a low to a high level, which clearly shows the relevance of the proposal and the fulfillment of each one of the proposed objectives, also adding the importance of the use of technological resources and encouraging student motivation.Ítem Fortaleciendo la competencia docente de creación de contenidos digitales desde el aprendizaje basado en gamificación a través de un SPOC flipped learning.Huertas Roa, Diana Marcela; Munévar García, Pablo AlexanderThe purpose of this research project is to identify the incidence of gamification-based learning for the strengthening of competence in digital content creation in which they interact with a SPOC Flipped Learning. In order to achieve this objective, a methodological proposal is made around the design of a SPOC with a Flipped learning approach and gamification characteristics, where the participating teachers approached the topic of digital content creation, through resources and challenges of learning.