OLGA MELINA ALEJANDRO OVIEDO - Academia.edu (original) (raw)

Papers by OLGA MELINA ALEJANDRO OVIEDO

Research paper thumbnail of El juego padres-hijo y su relación con el desarrollo cognitivo y socioemocional

Revista Latinoamericana de Ciencias Sociales, Niñez y Juventud

Este estudio cuantitativo tiene por objetivo analizar la relación entre el juego padres-hijos (en... more Este estudio cuantitativo tiene por objetivo analizar la relación entre el juego padres-hijos (entre los seis a dieciocho meses de edad) con el desarrollo cognitivo y socioemocional. Para la recolección de la información se aplicó el cuestionario del hogar a una muestra de 2052 niños; este incluye actividades y frecuencia de juego entre los seis y dieciocho meses. El desarrollo cognitivo se evaluó mediante pruebas de vocabulario y matemáticas, mientras el desarrollo socioemocional por medio de las escalas de agencia, orgullo, autoeficacia y autoestima a los cinco, ocho, doce y quince años. Los resultados muestran mayor significancia en el desarrollo cognitivo y socioemocional en el juego con ambos padres y con frecuencia diaria. Se concluye que el juego diario entre padres e hijos promueve el desarrollo cognitivo y socioemocional. Palabras clave Juego; desarrollo cognitivo; desarrollo afectivo; relación padres-niño; desarrollo social. Tesauro Tesauro Europeo de la Educación. El juego padres-hijo y su relación con el desarrollo cognitivo y socioemocional R e v. l a t i n o a m. c i e n c. s o c. n i ñ e z j u v. • Vo l. 2 2 , n. º 1 , e n e .-a b r. d e 2 0 2 4 E-I S S N

Research paper thumbnail of El Digital Storytelling como herramienta y estrategia educativa en versión 2D y 3D para el desarrollo de la competencia narrativa en la educación infantil

Pixel-Bit, Revista de Medios y Educación

El Digital Storytelling (DST) es una estrategia digital que tiene un carácter de multiformato, qu... more El Digital Storytelling (DST) es una estrategia digital que tiene un carácter de multiformato, que permite potenciar habilidades narrativas en los estudiantes de diferentes niveles educativos. Se realizó una investigación con el objetivo central de comprobar la mejora de la competencia narrativa después de una experiencia educativa con el uso de un software Sumac Willaquy (Cuento bonito), que permite aplicar la estrategia de DST. El estudio es de enfoque cuantitativo y de tipo preexperimental. Participaron 70 niños de 5 y 6 años de un centro infantil de Perú distribuidos en tres grupos experimentales bajo dos modalidades de intervención en 2D y 3D. Se adaptó un instrumento sobre competencia narrativa infantil para adecuarlo a las características de los niños de cinco años del contexto peruano. Los resultados indicaron que en la medición del postest, los niños obtuvieron mejores puntuaciones en la competencia narrativa con el uso de la versión 3D más que en la versión 2D. En tal sent...

Research paper thumbnail of Analysis of the Cognitive Load Produced by the Use of Subtitles in Multimedia Educational Material and Its Relationship with Learning

International Journal of Information and Education Technology, 2022

The research aims to develop an analysis of the cognitive load produced by the use of subtitles i... more The research aims to develop an analysis of the cognitive load produced by the use of subtitles in multimedia educational material and its relationship with learning. The methodology used for the development of the research presents a qualitative approach of experimental type, the population selected for experimentation is made up of 100 students of the fifth year of secondary school of Regular Basic Education, of which a sample of 45 students was selected through a simple random sampling, which have been divided into 3 groups of 15 students each, four learning sessions are developed using subtitled multimedia videos and without subtitle and a pre test and post test are applied in order to analyze the cognitive load involved in the use of subtitled videos in the learning sessions, the scale standardized by Pass and Van Merrienboer is used. The results show that the application of subtitles in the videos mean a potential proposal in the teaching-learning processes, due to the improvement in learning since 30% of students improve their performance in relation to the initial Pretest, in addition to promoting inclusion through support for people with hearing disabilities, they also represent a constant support material. In conclusion, the application of subtitles in multimedia material is evaluated by the student and the developer, because not all videos are productive to apply them if there are videos where subtitles of an intralinguistic, bilingual and other nature are required; except for situations where the learning condition warrants it.

Research paper thumbnail of Towards the Development of Emotions through the Use of Augmented Reality for the Improvement of Teaching-Learning Processes

International Journal of Information and Education Technology

This research aims to determine how the use of Augmented Reality technology propiciates learning ... more This research aims to determine how the use of Augmented Reality technology propiciates learning achievements through generate emotions in students. The metodology used for development of this research was the selection and application of ARToolKit open-source software, specialized in augmented reality implementation, after that, we implemented a 3D model on the topic “Cell Biology” developed in “Unity3D”. A Likert scale test according to main emotions is applied to a sample of 50 students selected through simple random sampling from a total population of 100 students. The sample is divided into two groups, 25 students for the experimental group and 25 students for the control group. In experimental group, Augmented Reality will be used during three learning sessions. In control group Augmented Reality is not used. In both cases the Likert scale test will be applied after each learning session. At the end of the three learning sessions, a competency-based evaluation is applied accor...

Research paper thumbnail of Digital Storytelling with Stop Motion for the Development of Competencies in University Students

2021 4th International Conference on Education Technology Management, 2021

Digital Storytelling allows the use of multi-format tools to create hybrid narratives that can be... more Digital Storytelling allows the use of multi-format tools to create hybrid narratives that can be enhanced with the stop motion animation technique in an interactive way. The study aimed to develop digital and creative skills in university students. In this study participated 38 students training for early childhood education teaching enrolled in the course of Expression and artistic creativity of a national university of Peru. Training sessions were developed for the realization of an individual project that included a didactic process for the creation of a digital story using plastic graphic techniques and the montage of frames with stop motion. Digital and creative competencies were assessed through analytical rubrics. The results place 53% of the students at the high level in the development of digital competence, followed by 45% at the medium level and 2% at the low level. Regarding the evaluation of creative competence, the results are encouraging: 58% of the students are at the high level,37% at the medium level, and 5% at the low level. It is concluded that the use of Digital Storytelling and stop motion were positive in the teaching-learning process and the development of competencies.

Research paper thumbnail of The development of student spatial orientation through the use of 3D graphics

2021 13th International Conference on Education Technology and Computers, 2021

The purpose of this research is to determine to what extent the use of 3D graphics in the educati... more The purpose of this research is to determine to what extent the use of 3D graphics in the educational process improves the spatial orientation skills of secondary school students. The research follows a qualitative approach of experimental type, the population is constituted by 300 students of Secondary Education of which through a simple random sampling 25 students were chosen. Four sessions of 50 minutes each have been developed, in which three-dimensional models were used, in order to determine if spatial skills are developed. A psychometric pre-test and post-test of spatial reasoning was taken in order to determine how much the spatial skills of the selected sample members are developed based on the measurement of five criteria: Construction of three-dimensional objects (intermediate level), Construction of three-dimensional objects (advanced level), Rotation of objects from references (intermediate level), Rotation of objects from references (advanced level) and deconstruction of three-dimensional objects. For the data analysis, the data from the scores obtained by the students in both the pre-test and the post-test are processed. The results allow us to visualize that the use of 3D graphics in the teaching-learning processes allows us to improve spatial orientation skills to a great extent. The result is evidenced in the increase of the total scores obtained in the post-test in comparison with the results of the pre-test. Likewise, an increase from 47.9% to 75.1% of items answered correctly was observed on average, which was corroborated with the Student's t-test that gave a P value of less than 0.05, demonstrating the reliability of the research developed and therefore significantly improving spatial orientation skills in students through the use of 3D graphics technology.

Research paper thumbnail of Model to Personalize the Teaching-Learning Process in Virtual Environments Using Case-Based Reasoning

Proceedings of the 2019 11th International Conference on Education Technology and Computers, 2019

In recent years, new research has appeared in the area of education, which has focused on the use... more In recent years, new research has appeared in the area of education, which has focused on the use of information technology and the Internet to promote online learning, breaking many barriers of traditional education such as space, time, quantity and coverage. However, we have found that these new proposals present problems such as linear access to content, patronized teaching structures, and non-flexible methods in the style of user learning. Therefore, we have proposed the use of an intelligent model of personalized learning management in a virtual simulation environment based on instances of learning objects, using a similarity function through the weighted multidimensional Euclidean distance. The results obtained by the proposed model show an efficiency of 99.5%; which is superior to other models such as Simple Logistic with 98.99% efficiency, Naive Bayes with 97.98% efficiency, Tree J48 with 96.98% efficiency, and Neural Networks with 94.97% efficiency. For which we have designed and implemented the experimental platform MIGAP (Intelligent Model of Personalized Learning Management), which focuses on the assembly of mastery courses in Newtonian Mechanics. Additionally, the application of this model in other areas of knowledge will allow better identification of the best learning style of each student; with the objective of providing resources, activities and educational services that are flexible to the learning style of each student, improving the quality of current educational services.

Research paper thumbnail of YouTube Assessment as a Means of Documentary Research Students

Proceedings of the 2019 11th International Conference on Education Technology and Computers, 2019

The research determines to what extent YouTube can be used as a research tool. To carry out the a... more The research determines to what extent YouTube can be used as a research tool. To carry out the analysis, the design proposed by [1] in the "Journal of Child Neurology" was followed. The importance of this research lies in determining to what extent YouTube can be reliable to be used as a documentary research resource for students in the teaching-learning processes. To this end, thirty videos are selected on three different topics, which are analysed for their effectiveness in terms of technical concepts and for their reliability with respect to the information, they need; two videos, the highest and lowest score, are selected for an experimental group, comparing and contrasting results with a control group. The analysis shows that the videos with the highest scores obtained better grades. It can also be determined that YouTube can be used as a tool for documentary research, however, the correct search, selection and reliability practices are still the key to making the most of this platform. A rubric is also proposed to evaluate videos for using documentary research.

Research paper thumbnail of Análisis de YouTube como herramienta de investigación documental en estudiantes de educación superior

PUBLICACIONES, 2020

La investigación analiza hasta qué punto YouTube puede ser utilizado como herramienta de investig... more La investigación analiza hasta qué punto YouTube puede ser utilizado como herramienta de investigación. Para el análisis se siguió el diseño propuesto por en “Journal of Child Neurology” [14]. Para ello se seleccionaron treinta videos sobre tres temas diferentes, los cuales son analizados por su eficacia en cuanto a conceptos técnicos y por su confiabilidad respecto a la información que proporcionan; posteriormente se seleccionan dos videos, el de mayor y menor puntaje, para su aplicación aun grupo experimental, comparando y contrastando resultados con un grupo de control. El análisis nos muestra que los videos con mayor puntaje obtuvieron mejores calificaciones. Además, se determina que YouTube puede ser utilizado como una herramienta para la investigación documental, sin embargo, las correctas prácticas de búsqueda, selección y confiabilidad siguen siendo la clave para aprovechar al máximo esta plataforma. Además, se propone una rúbrica para evaluar videos con fines de uso de inve...

Research paper thumbnail of Towards a Standardization of Learning Behavior Indicators in Virtual Environments

International Journal of Advanced Computer Science and Applications, 2020

The need to analyze student interactions in virtual learning environments (VLE) and the improveme... more The need to analyze student interactions in virtual learning environments (VLE) and the improvements this generates is an increasingly emerging reality in order to make timely predictions and optimize student learning. This research aims to implement a proposal of standardized learning behavior indicators in virtual learning environments (VLE) to design and implement efficient and timely learning analytics (LA) processes. The methodology consisted of a data management analysis that was carried out in the Moodle platform of the Faculty of Education Sciences of the National University of San Agustin of Arequipa, with the participation of 20 teachers, where qualitative online questionnaires were used to collect the participants' perceptions. The results propose a standard in terms of indicators of behavior in the teaching-learning process in EVA as they are: Preparation for learning, progress in the progress of the course, resources for learning, interaction in the forums and evaluation of resources. These were evaluated through learning analytics and show the efficiency of the proposed indicators. The conclusions highlight the importance of implementing standardized behavior indicators that allow us to efficiently develop learning analytics processes in VLE in order to obtain better predictions to make timely decisions and optimize the teaching-learning processes.

Research paper thumbnail of e-Learning Proposal Supported by Reasoning based on Instances of Learning Objects

International Journal of Advanced Computer Science and Applications, 2019

In recent years, new research has appeared in the area of education, which has focused on the use... more In recent years, new research has appeared in the area of education, which has focused on the use of information technology and the Internet to promote online learning, breaking many barriers of traditional education such as space, time, quantity and coverage. However, we have found that these new proposals present problems such as linear access to content, patronized teaching structures, and non-flexible methods in the style of user learning. Therefore, we have proposed the use of an intelligent model of personalized learning management in a virtual simulation environment based on instances of learning objects, using a similarity function through the weighted multidimensional Euclidean distance. The results obtained by the proposed model show an efficiency of 99.5%; which is superior to other models such as Simple Logistic with 98.99% efficiency, Naive Bayes with 97.98% efficiency, Tree J48 with 96.98% efficiency, and Neural Networks with 94.97% efficiency. For this, we have designed and implemented the experimental platform MIGAP (Intelligent Model of Personalized Learning Management), which focuses on the assembly of mastery courses in Newtonian Mechanics. Additionally, the application of this model in other areas of knowledge will allow better identification of the best learning style of each student; with the objective of providing resources, activities and educational services that are flexible to the learning style of each student, improving the quality of current educational services.

Research paper thumbnail of Science Teaching at Primary Level based on BEME Methodology

International Journal of Psychosocial Rehabilitation, 2019

Research paper thumbnail of Towards the Development of Computational Thinking and Mathematical Logic through Scratch

International Journal of Advanced Computer Science and Applications, 2021

Currently the need to provide quality education to future generations has led to the development ... more Currently the need to provide quality education to future generations has led to the development of new teaching methodologies, within this fact the tools provided by information technologies have been positioned as the future of learning, in this sense, the learning to program is no longer considered a selective skill in the field of computing, being today a necessity for any student who wants to be competent in this globalized and dynamic world. Within this context, the present research aims to analyze to what extent the use of the Scratch programming language allows the development of computational thinking skills and mathematical logic. The methodology consisted of the application of programming fundamentals through Scratch 3.0 to an experimental group composed of 25 students who were randomly selected from a population of 100 students, the data collection was carried out through a test of logical reasoning standardized by Acevedo and Oliva and a test of levels of computational thinking standardized by González. According to the results, a significant difference is postulated in the performance of the students in both tests, having a more considerable improvement in the criteria: Loops, Control of Variables (CV), Probability (PB) and Combinatorial Operations (CB). Therefore, it is concluded by highlighting the importance of teaching basic concepts of Computer Science such as computational thinking and mathematical logic, since it contributes to the internalization of concepts when developing algorithms in problem-solving.

Research paper thumbnail of El Digital Storytelling como herramienta y estrategia educativa en versión 2D y 3D para el desarrollo de la competencia narrativa en la educación infantil

Pixel-Bit. Revista de Medios y Educación, 2023

El Digital Storytelling (DST) es una estrategia digital que tiene un carácter de multiformato, qu... more El Digital Storytelling (DST) es una estrategia digital que tiene un carácter de multiformato, que permite potenciar habilidades narrativas en los estudiantes de diferentes niveles educativos. Se realizó una investigación con el objetivo central de comprobar la mejora de la competencia narrativa después de una experiencia educativa con el uso de un software Sumac Willaquy(Cuento bonito),que permite aplicar la estrategia de DST. El estudio es de enfoque cuantitativo y de tipo preexperimental. Participaron 70 niños de 5 y 6 años de un centro infantil de Perú distribuidos en tres grupos experimental es bajo dos modalidades de intervención en 2D y 3D. Se adaptó un instrumento sobre competencia narrativa infantil para adecuarlo a las características de los niños de cinco años del contexto peruano. Los resultados indicaron que en la medición del postest, los niños obtuvieron mejores puntuaciones en la competencia narrativa con el uso de la versión 3D más que en la versión 2D. En tal sentido se concluye que el DST es más efectivo en su versión de realidad aumentada.

Research paper thumbnail of El Digital Storytelling en la modalidad 2D y con Realidad Aumentada para el desarrollo de la creatividad en la Educación Infantil

RED. Revista de Educación a Distancia, Jan 31, 2023

Resumen El uso del Digital Storytelling (DST) en la educación presenta grandes beneficios dado el... more Resumen El uso del Digital Storytelling (DST) en la educación presenta grandes beneficios dado el carácter multiformato que posee y la motivación que despierta en los estudiantes, especialmente del nivel infantil. El propósito de esta investigación consiste en analizar el uso del DST en sus versiones de dos dimensiones (2D) y con Realidad Aumentada (RA) y establecer comparaciones entre ambas posibilidades para el desarrollo de la creatividad en el nivel preescolar. El tipo de diseño de esta investigación fue "preexperimental" del tipo pretest-postest y con dos grupos experimentales. Los participantes fueron 70 niños de la "casa cuna" peruana, cuyas edades correspondían a los 5 y 6 años. El 44,3% eran niñas y el 55,7%, niños. Se aplicó un test de creatividad infantil. El principal resultado que se obtuvo fue el incremento en las puntuaciones alcanzadas en el postest en la modalidad 2D como 3D, se presentan diferencias más significativas en la experiencia de DST con realidad aumentada.

Research paper thumbnail of The relationship between maternal sensitivity and play during early childhood with the development of cognitive skills and socio‐emotional competencies: Longitudinal evidence from Peru

Children & Society, 2022

Research paper thumbnail of Biofeedback of states of anxiety through automated detection processes using different technologies

International Journal of Engineering & Technology

In this work, a system model is proposed, which applies biofeedback techniques, through automatic... more In this work, a system model is proposed, which applies biofeedback techniques, through automatic detection procedures, using different technologies, constituted by a system formed by a prototype based on a set of "Arduino" microcontrollers, which monitor the levels of anxiety, using as a measurement technique, the Body Temperature Variables, and the Galvanic Skin Response. The measurement is validated by comparing Zung's self-report and depressive symptoms scale, which offers diagnostic approaches, which comprise most of the characteristics of anxiety or depression, involving affective, physiological and psychological aspects, with a range of punctuations. From 20 to 80 points. The presence of anxiety or depression is assumed with scores higher than 50%; controlled in an environment of the Android operating system, which interprets the data obtained, analyzing and sending them from an "Arduino Uno" plate, to display them through an application (App), using t...

Research paper thumbnail of El juego padres-hijo y su relación con el desarrollo cognitivo y socioemocional

Revista Latinoamericana de Ciencias Sociales, Niñez y Juventud

Este estudio cuantitativo tiene por objetivo analizar la relación entre el juego padres-hijos (en... more Este estudio cuantitativo tiene por objetivo analizar la relación entre el juego padres-hijos (entre los seis a dieciocho meses de edad) con el desarrollo cognitivo y socioemocional. Para la recolección de la información se aplicó el cuestionario del hogar a una muestra de 2052 niños; este incluye actividades y frecuencia de juego entre los seis y dieciocho meses. El desarrollo cognitivo se evaluó mediante pruebas de vocabulario y matemáticas, mientras el desarrollo socioemocional por medio de las escalas de agencia, orgullo, autoeficacia y autoestima a los cinco, ocho, doce y quince años. Los resultados muestran mayor significancia en el desarrollo cognitivo y socioemocional en el juego con ambos padres y con frecuencia diaria. Se concluye que el juego diario entre padres e hijos promueve el desarrollo cognitivo y socioemocional. Palabras clave Juego; desarrollo cognitivo; desarrollo afectivo; relación padres-niño; desarrollo social. Tesauro Tesauro Europeo de la Educación. El juego padres-hijo y su relación con el desarrollo cognitivo y socioemocional R e v. l a t i n o a m. c i e n c. s o c. n i ñ e z j u v. • Vo l. 2 2 , n. º 1 , e n e .-a b r. d e 2 0 2 4 E-I S S N

Research paper thumbnail of El Digital Storytelling como herramienta y estrategia educativa en versión 2D y 3D para el desarrollo de la competencia narrativa en la educación infantil

Pixel-Bit, Revista de Medios y Educación

El Digital Storytelling (DST) es una estrategia digital que tiene un carácter de multiformato, qu... more El Digital Storytelling (DST) es una estrategia digital que tiene un carácter de multiformato, que permite potenciar habilidades narrativas en los estudiantes de diferentes niveles educativos. Se realizó una investigación con el objetivo central de comprobar la mejora de la competencia narrativa después de una experiencia educativa con el uso de un software Sumac Willaquy (Cuento bonito), que permite aplicar la estrategia de DST. El estudio es de enfoque cuantitativo y de tipo preexperimental. Participaron 70 niños de 5 y 6 años de un centro infantil de Perú distribuidos en tres grupos experimentales bajo dos modalidades de intervención en 2D y 3D. Se adaptó un instrumento sobre competencia narrativa infantil para adecuarlo a las características de los niños de cinco años del contexto peruano. Los resultados indicaron que en la medición del postest, los niños obtuvieron mejores puntuaciones en la competencia narrativa con el uso de la versión 3D más que en la versión 2D. En tal sent...

Research paper thumbnail of Analysis of the Cognitive Load Produced by the Use of Subtitles in Multimedia Educational Material and Its Relationship with Learning

International Journal of Information and Education Technology, 2022

The research aims to develop an analysis of the cognitive load produced by the use of subtitles i... more The research aims to develop an analysis of the cognitive load produced by the use of subtitles in multimedia educational material and its relationship with learning. The methodology used for the development of the research presents a qualitative approach of experimental type, the population selected for experimentation is made up of 100 students of the fifth year of secondary school of Regular Basic Education, of which a sample of 45 students was selected through a simple random sampling, which have been divided into 3 groups of 15 students each, four learning sessions are developed using subtitled multimedia videos and without subtitle and a pre test and post test are applied in order to analyze the cognitive load involved in the use of subtitled videos in the learning sessions, the scale standardized by Pass and Van Merrienboer is used. The results show that the application of subtitles in the videos mean a potential proposal in the teaching-learning processes, due to the improvement in learning since 30% of students improve their performance in relation to the initial Pretest, in addition to promoting inclusion through support for people with hearing disabilities, they also represent a constant support material. In conclusion, the application of subtitles in multimedia material is evaluated by the student and the developer, because not all videos are productive to apply them if there are videos where subtitles of an intralinguistic, bilingual and other nature are required; except for situations where the learning condition warrants it.

Research paper thumbnail of Towards the Development of Emotions through the Use of Augmented Reality for the Improvement of Teaching-Learning Processes

International Journal of Information and Education Technology

This research aims to determine how the use of Augmented Reality technology propiciates learning ... more This research aims to determine how the use of Augmented Reality technology propiciates learning achievements through generate emotions in students. The metodology used for development of this research was the selection and application of ARToolKit open-source software, specialized in augmented reality implementation, after that, we implemented a 3D model on the topic “Cell Biology” developed in “Unity3D”. A Likert scale test according to main emotions is applied to a sample of 50 students selected through simple random sampling from a total population of 100 students. The sample is divided into two groups, 25 students for the experimental group and 25 students for the control group. In experimental group, Augmented Reality will be used during three learning sessions. In control group Augmented Reality is not used. In both cases the Likert scale test will be applied after each learning session. At the end of the three learning sessions, a competency-based evaluation is applied accor...

Research paper thumbnail of Digital Storytelling with Stop Motion for the Development of Competencies in University Students

2021 4th International Conference on Education Technology Management, 2021

Digital Storytelling allows the use of multi-format tools to create hybrid narratives that can be... more Digital Storytelling allows the use of multi-format tools to create hybrid narratives that can be enhanced with the stop motion animation technique in an interactive way. The study aimed to develop digital and creative skills in university students. In this study participated 38 students training for early childhood education teaching enrolled in the course of Expression and artistic creativity of a national university of Peru. Training sessions were developed for the realization of an individual project that included a didactic process for the creation of a digital story using plastic graphic techniques and the montage of frames with stop motion. Digital and creative competencies were assessed through analytical rubrics. The results place 53% of the students at the high level in the development of digital competence, followed by 45% at the medium level and 2% at the low level. Regarding the evaluation of creative competence, the results are encouraging: 58% of the students are at the high level,37% at the medium level, and 5% at the low level. It is concluded that the use of Digital Storytelling and stop motion were positive in the teaching-learning process and the development of competencies.

Research paper thumbnail of The development of student spatial orientation through the use of 3D graphics

2021 13th International Conference on Education Technology and Computers, 2021

The purpose of this research is to determine to what extent the use of 3D graphics in the educati... more The purpose of this research is to determine to what extent the use of 3D graphics in the educational process improves the spatial orientation skills of secondary school students. The research follows a qualitative approach of experimental type, the population is constituted by 300 students of Secondary Education of which through a simple random sampling 25 students were chosen. Four sessions of 50 minutes each have been developed, in which three-dimensional models were used, in order to determine if spatial skills are developed. A psychometric pre-test and post-test of spatial reasoning was taken in order to determine how much the spatial skills of the selected sample members are developed based on the measurement of five criteria: Construction of three-dimensional objects (intermediate level), Construction of three-dimensional objects (advanced level), Rotation of objects from references (intermediate level), Rotation of objects from references (advanced level) and deconstruction of three-dimensional objects. For the data analysis, the data from the scores obtained by the students in both the pre-test and the post-test are processed. The results allow us to visualize that the use of 3D graphics in the teaching-learning processes allows us to improve spatial orientation skills to a great extent. The result is evidenced in the increase of the total scores obtained in the post-test in comparison with the results of the pre-test. Likewise, an increase from 47.9% to 75.1% of items answered correctly was observed on average, which was corroborated with the Student's t-test that gave a P value of less than 0.05, demonstrating the reliability of the research developed and therefore significantly improving spatial orientation skills in students through the use of 3D graphics technology.

Research paper thumbnail of Model to Personalize the Teaching-Learning Process in Virtual Environments Using Case-Based Reasoning

Proceedings of the 2019 11th International Conference on Education Technology and Computers, 2019

In recent years, new research has appeared in the area of education, which has focused on the use... more In recent years, new research has appeared in the area of education, which has focused on the use of information technology and the Internet to promote online learning, breaking many barriers of traditional education such as space, time, quantity and coverage. However, we have found that these new proposals present problems such as linear access to content, patronized teaching structures, and non-flexible methods in the style of user learning. Therefore, we have proposed the use of an intelligent model of personalized learning management in a virtual simulation environment based on instances of learning objects, using a similarity function through the weighted multidimensional Euclidean distance. The results obtained by the proposed model show an efficiency of 99.5%; which is superior to other models such as Simple Logistic with 98.99% efficiency, Naive Bayes with 97.98% efficiency, Tree J48 with 96.98% efficiency, and Neural Networks with 94.97% efficiency. For which we have designed and implemented the experimental platform MIGAP (Intelligent Model of Personalized Learning Management), which focuses on the assembly of mastery courses in Newtonian Mechanics. Additionally, the application of this model in other areas of knowledge will allow better identification of the best learning style of each student; with the objective of providing resources, activities and educational services that are flexible to the learning style of each student, improving the quality of current educational services.

Research paper thumbnail of YouTube Assessment as a Means of Documentary Research Students

Proceedings of the 2019 11th International Conference on Education Technology and Computers, 2019

The research determines to what extent YouTube can be used as a research tool. To carry out the a... more The research determines to what extent YouTube can be used as a research tool. To carry out the analysis, the design proposed by [1] in the "Journal of Child Neurology" was followed. The importance of this research lies in determining to what extent YouTube can be reliable to be used as a documentary research resource for students in the teaching-learning processes. To this end, thirty videos are selected on three different topics, which are analysed for their effectiveness in terms of technical concepts and for their reliability with respect to the information, they need; two videos, the highest and lowest score, are selected for an experimental group, comparing and contrasting results with a control group. The analysis shows that the videos with the highest scores obtained better grades. It can also be determined that YouTube can be used as a tool for documentary research, however, the correct search, selection and reliability practices are still the key to making the most of this platform. A rubric is also proposed to evaluate videos for using documentary research.

Research paper thumbnail of Análisis de YouTube como herramienta de investigación documental en estudiantes de educación superior

PUBLICACIONES, 2020

La investigación analiza hasta qué punto YouTube puede ser utilizado como herramienta de investig... more La investigación analiza hasta qué punto YouTube puede ser utilizado como herramienta de investigación. Para el análisis se siguió el diseño propuesto por en “Journal of Child Neurology” [14]. Para ello se seleccionaron treinta videos sobre tres temas diferentes, los cuales son analizados por su eficacia en cuanto a conceptos técnicos y por su confiabilidad respecto a la información que proporcionan; posteriormente se seleccionan dos videos, el de mayor y menor puntaje, para su aplicación aun grupo experimental, comparando y contrastando resultados con un grupo de control. El análisis nos muestra que los videos con mayor puntaje obtuvieron mejores calificaciones. Además, se determina que YouTube puede ser utilizado como una herramienta para la investigación documental, sin embargo, las correctas prácticas de búsqueda, selección y confiabilidad siguen siendo la clave para aprovechar al máximo esta plataforma. Además, se propone una rúbrica para evaluar videos con fines de uso de inve...

Research paper thumbnail of Towards a Standardization of Learning Behavior Indicators in Virtual Environments

International Journal of Advanced Computer Science and Applications, 2020

The need to analyze student interactions in virtual learning environments (VLE) and the improveme... more The need to analyze student interactions in virtual learning environments (VLE) and the improvements this generates is an increasingly emerging reality in order to make timely predictions and optimize student learning. This research aims to implement a proposal of standardized learning behavior indicators in virtual learning environments (VLE) to design and implement efficient and timely learning analytics (LA) processes. The methodology consisted of a data management analysis that was carried out in the Moodle platform of the Faculty of Education Sciences of the National University of San Agustin of Arequipa, with the participation of 20 teachers, where qualitative online questionnaires were used to collect the participants' perceptions. The results propose a standard in terms of indicators of behavior in the teaching-learning process in EVA as they are: Preparation for learning, progress in the progress of the course, resources for learning, interaction in the forums and evaluation of resources. These were evaluated through learning analytics and show the efficiency of the proposed indicators. The conclusions highlight the importance of implementing standardized behavior indicators that allow us to efficiently develop learning analytics processes in VLE in order to obtain better predictions to make timely decisions and optimize the teaching-learning processes.

Research paper thumbnail of e-Learning Proposal Supported by Reasoning based on Instances of Learning Objects

International Journal of Advanced Computer Science and Applications, 2019

In recent years, new research has appeared in the area of education, which has focused on the use... more In recent years, new research has appeared in the area of education, which has focused on the use of information technology and the Internet to promote online learning, breaking many barriers of traditional education such as space, time, quantity and coverage. However, we have found that these new proposals present problems such as linear access to content, patronized teaching structures, and non-flexible methods in the style of user learning. Therefore, we have proposed the use of an intelligent model of personalized learning management in a virtual simulation environment based on instances of learning objects, using a similarity function through the weighted multidimensional Euclidean distance. The results obtained by the proposed model show an efficiency of 99.5%; which is superior to other models such as Simple Logistic with 98.99% efficiency, Naive Bayes with 97.98% efficiency, Tree J48 with 96.98% efficiency, and Neural Networks with 94.97% efficiency. For this, we have designed and implemented the experimental platform MIGAP (Intelligent Model of Personalized Learning Management), which focuses on the assembly of mastery courses in Newtonian Mechanics. Additionally, the application of this model in other areas of knowledge will allow better identification of the best learning style of each student; with the objective of providing resources, activities and educational services that are flexible to the learning style of each student, improving the quality of current educational services.

Research paper thumbnail of Science Teaching at Primary Level based on BEME Methodology

International Journal of Psychosocial Rehabilitation, 2019

Research paper thumbnail of Towards the Development of Computational Thinking and Mathematical Logic through Scratch

International Journal of Advanced Computer Science and Applications, 2021

Currently the need to provide quality education to future generations has led to the development ... more Currently the need to provide quality education to future generations has led to the development of new teaching methodologies, within this fact the tools provided by information technologies have been positioned as the future of learning, in this sense, the learning to program is no longer considered a selective skill in the field of computing, being today a necessity for any student who wants to be competent in this globalized and dynamic world. Within this context, the present research aims to analyze to what extent the use of the Scratch programming language allows the development of computational thinking skills and mathematical logic. The methodology consisted of the application of programming fundamentals through Scratch 3.0 to an experimental group composed of 25 students who were randomly selected from a population of 100 students, the data collection was carried out through a test of logical reasoning standardized by Acevedo and Oliva and a test of levels of computational thinking standardized by González. According to the results, a significant difference is postulated in the performance of the students in both tests, having a more considerable improvement in the criteria: Loops, Control of Variables (CV), Probability (PB) and Combinatorial Operations (CB). Therefore, it is concluded by highlighting the importance of teaching basic concepts of Computer Science such as computational thinking and mathematical logic, since it contributes to the internalization of concepts when developing algorithms in problem-solving.

Research paper thumbnail of El Digital Storytelling como herramienta y estrategia educativa en versión 2D y 3D para el desarrollo de la competencia narrativa en la educación infantil

Pixel-Bit. Revista de Medios y Educación, 2023

El Digital Storytelling (DST) es una estrategia digital que tiene un carácter de multiformato, qu... more El Digital Storytelling (DST) es una estrategia digital que tiene un carácter de multiformato, que permite potenciar habilidades narrativas en los estudiantes de diferentes niveles educativos. Se realizó una investigación con el objetivo central de comprobar la mejora de la competencia narrativa después de una experiencia educativa con el uso de un software Sumac Willaquy(Cuento bonito),que permite aplicar la estrategia de DST. El estudio es de enfoque cuantitativo y de tipo preexperimental. Participaron 70 niños de 5 y 6 años de un centro infantil de Perú distribuidos en tres grupos experimental es bajo dos modalidades de intervención en 2D y 3D. Se adaptó un instrumento sobre competencia narrativa infantil para adecuarlo a las características de los niños de cinco años del contexto peruano. Los resultados indicaron que en la medición del postest, los niños obtuvieron mejores puntuaciones en la competencia narrativa con el uso de la versión 3D más que en la versión 2D. En tal sentido se concluye que el DST es más efectivo en su versión de realidad aumentada.

Research paper thumbnail of El Digital Storytelling en la modalidad 2D y con Realidad Aumentada para el desarrollo de la creatividad en la Educación Infantil

RED. Revista de Educación a Distancia, Jan 31, 2023

Resumen El uso del Digital Storytelling (DST) en la educación presenta grandes beneficios dado el... more Resumen El uso del Digital Storytelling (DST) en la educación presenta grandes beneficios dado el carácter multiformato que posee y la motivación que despierta en los estudiantes, especialmente del nivel infantil. El propósito de esta investigación consiste en analizar el uso del DST en sus versiones de dos dimensiones (2D) y con Realidad Aumentada (RA) y establecer comparaciones entre ambas posibilidades para el desarrollo de la creatividad en el nivel preescolar. El tipo de diseño de esta investigación fue "preexperimental" del tipo pretest-postest y con dos grupos experimentales. Los participantes fueron 70 niños de la "casa cuna" peruana, cuyas edades correspondían a los 5 y 6 años. El 44,3% eran niñas y el 55,7%, niños. Se aplicó un test de creatividad infantil. El principal resultado que se obtuvo fue el incremento en las puntuaciones alcanzadas en el postest en la modalidad 2D como 3D, se presentan diferencias más significativas en la experiencia de DST con realidad aumentada.

Research paper thumbnail of The relationship between maternal sensitivity and play during early childhood with the development of cognitive skills and socio‐emotional competencies: Longitudinal evidence from Peru

Children & Society, 2022

Research paper thumbnail of Biofeedback of states of anxiety through automated detection processes using different technologies

International Journal of Engineering & Technology

In this work, a system model is proposed, which applies biofeedback techniques, through automatic... more In this work, a system model is proposed, which applies biofeedback techniques, through automatic detection procedures, using different technologies, constituted by a system formed by a prototype based on a set of "Arduino" microcontrollers, which monitor the levels of anxiety, using as a measurement technique, the Body Temperature Variables, and the Galvanic Skin Response. The measurement is validated by comparing Zung's self-report and depressive symptoms scale, which offers diagnostic approaches, which comprise most of the characteristics of anxiety or depression, involving affective, physiological and psychological aspects, with a range of punctuations. From 20 to 80 points. The presence of anxiety or depression is assumed with scores higher than 50%; controlled in an environment of the Android operating system, which interprets the data obtained, analyzing and sending them from an "Arduino Uno" plate, to display them through an application (App), using t...