The following document presents the development process of an interactive mobile application, as a support strategy for the teaching - learning process in the area of mathematics, for students of the Educational Experience (EE), Fundamentals of Mathematics at the Faculty of Statistics and Informatics. Using User Centered Design (UCD), which proposes to put the client at the center of research and design, to obtain an application that achieves a user experience (UX), satisfactory, when interacting with the application, allowing greater speed in the completion of tasks, which is simple to learn and intuitive, this to increase its pleasure and ease of use for the beneficiary, obtaining these results with usability tests to the application. All this because currently many applications are known as support in the area of mathematics, which have usability problems obtaining a bad UX. This work follows a user-centered methodology to create usable applications and a good UX for university students in the area of mathematics.
El proceso de enseñanza aprendizaje durante la cuarentena por el COVID-19 ha tenido que transformarse en muy corto tiempo y sin una preparación pedagógica adecuada para conseguirlo, tanto los profesores como los alumnos tuvieron que pasar de un proceso educativo presencial a uno virtual con poca experiencia en el uso de la tecnología para participar en una clase diferente, destacando que no todos los actores que participan en este proceso se encuentran en igualdad de conocimientos o de recursos tecnológicos para afrontar este reto. Con base en estas experiencias, se propone identificar los retos que se deben afrontar y superar ante este tipo de contingencias que permita a los docentes de la educación superior estar preparados para llevar a cabo este cambio de modalidad de enseñanza, considerando un plan de clase diferente y una evaluación efectiva de los conocimientos y competencias de los alumnos bajo estas condiciones. The teaching-learning process during the quarantine by COVID-19 has had to be transformed in a very short time and without adequate pedagogical preparation to achieve it, both teachers and students had to go from a face-to-face educational process to a virtual one with little experience in the use of technology to participate in a different class, highlighting that not all the actors who participate in this process are in equal knowledge or technological resources to face this challenge. Based on these experiences, it is proposed to identify the challenges that must be faced and overcome in the face of this type of contingency that allows higher education teachers to be prepared to carry out this change in teaching modality, considering a different class plan and an effective assessment of students' knowledge and skills under these conditions.
En el contexto de un curso nivelatorio de Cálculo para estudiantes que inician la Licenciatura de Economía, se les propusieron tareas de interpretación y construcción de gráficos funcionales con objeto de determinar cómo entienden la relación lineal que se establece entre las variables velocidad, distancia y tiempo. Mediante un análisis de contenido de los datos, se obtienen confusiones y errores detectados en investigaciones previas y, además, se consigue identificar significados que los estudiantes atribuyen a cada una de las variables. A pesar de que los estudiantes manifiestan su conocimiento de la relación algebraica de dichas variables, se observan diversas interpretaciones que manifiestan que el significado que asignan a velocidad es incompleto.
Para considerar una verdadera inclusión de las personas con Discapacidad Visual (PDV) se debe privilegiar su superación laboral e intelectual; además de su independencia de movilidad. El manejo y transformación de la información a través de una computadora para participar en un ambiente educativo es de suma importancia para competir en el mercado profesional, en la búsqueda de incluir a las PDV en el uso de la tecnología se han desarrollado diversas herramientas computacionales educativas o de capacitación que utilizan como interfaz principal el teclado de una computadora. Este trabajo propone generar un paradigma alterno: la utilización del ratón para interactuar con la interfaz de un procesador de texto. Aunque este trabajo se enfoca al desarrollo de competencias para Computación Básica, su utilidad se puede extender a cualquier área educativa que requiera el uso de una computadora. This paper presents, from a user-centered perspective, the selection of factors for a web tool that seeks to speed up the assessment of the collaborative process. In a first stage, twelve evaluation instruments for teamwork were reviewed, all together gathered 27 factors, which were filtered to determine which of them had the highest frequency in at least 50% or more of such instruments. The result of this stage reduced the assessment factors to 12 and these were submitted to the consideration of 186 students, who worked collaboratively, over a period of four months, intermittently. The results of this second stage reveal that of the 12 factors, five of them were rated as essential and six as very important. Only the factor “External communication” was considered as of regular importance.
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