This research work is a proposal of a model for an inclusive Agritourism business which has been created in order to invigorate the family economy of marginal farmers in Cumanda and Alausi -towns in the Chimborazo Province, Ecuador. Once the tourist potential in the zone, the one which is linked to the farming production systems, was evaluated, an agritourism product was designed for each one of the towns mentioned, and finally, the model Canvas was applied to the proposal. The research combines field, analytic, and participative methods along with techniques such as the interview and the survey. In order to evaluate the tourist potential in the zone, the MINTUR (2004) tourist attractions inventory methodology was applied. These attractions would later be validated in a participative way along with the community with whom the tourist route would also be created. All this is summarized through the business model proposed by Canvas. Thirty-three
This research work seeks to find out the incidence that the educative software called Interactive Physics has on the students' academic performance. The experiment will consider students who are studying their first semester in the Agronomy School, classroom "1", at the Natural Resources College of ESPOCH. The class will be divided in two subgroups with whom an interactive simulator program will be used and it will allow students to develop skills within the collaborative learning method of Physics, specifically, the Newton's Laws. The hypothesis is the following: making and applying the guideline called Dynamic by using the Interactive Physics influences the first semester Agronomy students' academic performance. The above mentioned dynamic guide was used in one of the groups in order to analyze their academic performance. The other group did not use it. Then, through the statistical Chi-Squared test and the Normalized
Esta investigación tuvo como objetivo descubrir si los juegos de lenguaje utilizados como estrategia de enseñanza mejoran la habilidad de hablar inglés. La población objetivo era cincuenta y dos estudiantes de los primeros niveles en una universidad en Ecuador. Veintiséis estudiantes fueron parte del grupo experimental y los veintiséis estudiantes restantes fueron parte del grupo de control. Se aplicó una prueba previa para ambos grupos para conocer su nivel de conversación. Los resultados demostraron que ambos grupos tenían un nivel de habla muy básico. En consecuencia, los juegos de lenguaje se aplicaron a los estudiantes en el grupo experimental como una estrategia para mejorar su habilidad de hablar inglés. Después de este proceso, los estudiantes de ambos grupos tomaron una prueba posterior para ver si los juegos utilizados durante las clases hicieron alguna diferencia con respecto a la habilidad de hablar. Los hallazgos indicaron que los estudiantes que pertenecían al grupo experimental obtuvieron un promedio más alto en la prueba posterior en comparación con el promedio obtenido por el grupo de control. Por lo tanto, es importante considerar que los promedios del grupo experimental superaron a los promedios del grupo de control. En base a estos hallazgos, los juegos como estrategia de enseñanza mejoraron la habilidad de hablar inglés en los estudiantes de primer nivel de la universidad.
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