this paper proposes a comprehensive and integrated roadmap for the implementation of an enterprise architecture framework in the higher education institutions of Ecuador with the purpose to get the best utilization of the resources of IT (to improve the quality of the services, to rationalize the technical administration and to finance the assets of IT, and to improve the management of the resources and project portfolios), through identifying the appropriate current and emerging best practices, methodologies (EA frameworks), and tools for each of the major enterprise architecture components that must be addressed in any approach.
Abstract. There are recommendations and tools, given by OWASP that suggest basic techniques of prevention and protection of computer attacks over web applications where the common types of attacks are XSS and SQL Injection; for that reasons, we apply recommendations and good practice to minimize this kind of attacks; used some tools to validate automatically attacks and built some expressions to validate manually the intrusions in web applications. Therefore, this study was based on the development of a prototype under REST, design pattern Facade, Java EE and Glassfish [13].With the development of the prototype it was found that by the use of standards and norms recommend by OWASP the security in terms of overall design and source code in web applications can be greatly improved.
Resumen: La realidad virtual es una alternativa de motivación de los estudiantes al darles la posibilidad de realizar acciones como volar u observar el entorno desde diferentes perspectivas de manera controlada. La interacción multiusuario en realidad virtual da lugar a los entornos virtuales colaborativos que favorecen el desarrollo de habilidades sociales como el trabajo en equipo, en particular en equipos con integrantes con ubicaciones geográficas diferentes. En estos contextos se encuentran diversas propuestas de aplicación de la realidad virtual que transportan a los estudiantes a entornos donde deben tomar decisiones conjuntas para lograr los objetivos propuestos. Sin embargo, estas propuestas no hacen énfasis en la importancia de reconocer las fortalezas o habilidades de cada miembro del equipo para mejorar su desempeño. El presente artículo propone un videojuego, basado en realidad virtual, que incorpora los principios de gamificación para promover y mejorar el trabajo en equipo en estudiantes de ingeniería.Palabras-clave: realidad virtual; trabajo en equipo; gamificación; educación en ingeniería; entorno virtual colaborativo Virtual Reality as good practice for teamwork with engineering students Abstract: Virtual reality is an alternative for student's motivation, allowing them actions like flying or observing the environment from different perspectives in a controlled way. Multiuser interaction in virtual reality leads to collaborative virtual environments that promote the development of social skills in teamwork, in particular with members in different geographic locations. In these contexts there are different virtual reality application proposals transporting students to environments where they make team decisions for achieving intended goals. However, such proposals do not emphasize the importance of identifying the strengths of each team member for the improvement in the team performance. This paper presents a virtual reality-based videogame incorporating gamification principles for promoting and improving teamwork in engineering students.
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