In the industrial development in Northwestern Mexico stands out the limited capacity of local firms to integrate into the global value chains and there is an emergent participation of the metalworking sector and information technology as suppliers of goods and services for large exporters. Recent local researches analyze the accumulation of technological capabilities, but they have not researched the relationship with technology management strategies. This paper presents the results of an empirical study of micro, small and medium enterprises in such areas, which allows the guessing of a direct correlation between the level of accumulated skills and the level of technology management.
La calidad como una ventaja competitiva en educación superior es un atributo diferenciador que genera competitividad, estimula el mejoramiento y la innovación en los procesos de aprendizaje. Esta investigación tiene como objetivo identificar los factores que influyen en el nivel de calidad percibido en tres sedes de educación superior. Para ello, se llevó a cabo una investigación mixta, en la que se aplicó una encuesta semiestructurada para la recolección de datos aplicada en 1.831 graduados, seleccionados aleatoriamente de una población de 9.343 egresados de la cohorte 1994-2016. El modelo de la encuesta contempla 43 indicadores incluidos en tres dimensiones; y el efecto que estas tienen en la calidad percibida en sus egresados. Para el procesamiento y análisis de los datos, el análisis factorial es ejecutado en el software SPSS y Minitab, y como principal resultado se identifican seis categorías, 1) Calidad percibida como excelente, 2) Calidad percibida como muy buena, 3) Calidad percibida como buena, 4) Calidad percibida como adecuado, 5) Calidad percibida como baja, y 6) Calidad percibida como muy baja. Esto permitió llegar a la conclusión de que los factores que intervienen en el nivel de calidad percibida, tanto por alumnos como por egresados de educación superior, son las denominadas competencias genéricas.
In this paper we present a Web platform designed to allow medical students and practitioners to study clinical cases on their own. The main objective of this proposal is to address key problems inherent in the traditional study of clinical cases by providing a tool that implements techniques and elements of gamification, simulation, and serious games. The proposed platform offers an improved learning experience through a virtual environment that provides an alternative method for training and interpretation of clinical cases for medical examinations. Medical students and practitioners can play the role of a real doctor in a simulated office. In particular, the platform allows medical students and practitioners to learn through their mistakes without hurting human beings. In addition, this platform is designed to allow users to add new clinical cases and make them available for study. The platform was validated in a local hospital by 8 medical practitioners. The participants indicated that the platform design, the tutorials included, and the ease of use factors are satisfactory.
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