The article is the product of the study “Development of innovative resources to improve logical-mathematical skills in primary school, through educational robotics”, developed during the 2019 school year in three public schools in the province of Chiriquí, Republic of Panama. The teaching-learning process in students is influenced by aspects inside and outside the classroom, since not all schools have the necessary resources to deliver content or teaching material. The general objective of the project is to design, develop and implement educational robotics to improve logical-mathematical skills aimed at preschool and first grade students in public schools, using programmable educational robots. For this, a set of resources and activities were developed to improve the logical-mathematical skills of the initial stages, in public schools, obtaining significant results. Playful activities favor the teaching-learning process. Considering the analysis of the results made on the data obtained through the applied collection instruments, it can be argued that in general terms the values indicate that the students obtained a favorable level of performance in the different challenges proposed. The project has allowed the academic community to have an application of great value that allows teaching about the conservation of natural sites. The project only covers the area of mathematics in preschool and first grade.
Nowadays, the application of methodologies that allow to guide the process of development of Software in the companies has become a fundamental aspect to achieve the suitable management of the processes in the projects. In view of the diversity of existing methodologies, there is a growing interest in defining strategies that allow the selection and application of the correct methodology, which adjusts to the characteristics of the work teams and the software projects. The aim of this work is to develop an ontology for the selection of the methodology that, according to its principles, is most appropriate and beneficial for the development of software projects. The domain of ontology is limited to the Agile and Lean approaches, without defining for Agile the specific method that it applies, but it involves any method that is governed by the agile values and principles established in the Agile manifesto. Onto-logy is applied in two organizations in the banking sector, allowing recommendations to be inferred for the use of Agile methodology in both, which will make it possible to reduce the delivery time of software products, improve communication between project participants, and facilitate the engineering of requirements. On the other hand, the ontology suggests co-regulating characteristic aspects of the Lean practices in order to minimize costs, optimize processes in the software projects and improve the organizational culture.
The different levels that comprise education seek to adapt techniques, practices, models, and strategies to complement teaching and learning generating knowledge in students; thus, in its different fields, it provides the basis for technology to develop software applications to assist with teaching and learning practices. Consequently, education undergoes rapid changes that influence improvement through the use of some of the tools such as robotics and augmented reality which contribute to improving learning scenarios in students, allowing them to develop their metacognitive skills using technological environments designed to educate and be a medium in the educational process. Therefore, this topic addresses the following study based in the completion of two projects aimed at elementary school students in fundamental subjects, allowing them to become familiar with technology as a means of learning.
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