The COVID-19 pandemic has affected the Peruvian market, generating a great loss in sales in Peruvian companies. The objective of the research is to develop a model to optimize sales with the use of digital marketing in a Peruvian company, the chosen methodology is DesingScrum, which is a hybrid of Scrum and Desing Thinking, with 10 phases (empathize, define. It has 10 phases (empathise, define, ideate, planning meeting, sprint backlog, daily meeting, sprint review, sprint retrospective sprint, prototype and testing) and the MarvelApp tool was used to create the prototype. The results are obtained after the completion of the review of each sprint, showing in detail how it was progressing in each sprint, and through the retrospective evaluated the development of the project for the realization of continuous improvement in the next product. Further prototype was made, with the application MarvelApp, which shows the model of e-business. Then testing was done through a survey that customers gave their opinions about the prototype and finally the digital marketing proposal was made by a model, which explains the interconnected tools to attract new customers. The conclusion is the construction of the digital marketing model according to the needs of the context to improve the sales of the company through e-business.
The learning disorder has several difficulties to learn correctly; in many cases they have more stress because they do not understand the subjects proposed by the teacher. The aim of the research is to propose an innovative plan to design a mobile application for the treatment of learning disabilities using augmented reality in primary education. In this way, we used a methodology called Design Thinking that has five phases, empathize, define, devise, prototype and testing, which facilitates us in identifying the problems for itself to have solutions to these problems. For the prototype we used tools such as Marvel App, which is responsible for the layout of the mobile application. TinkerCad allows us to design the 3D model of the educational games and finally App Augmented Class to create the augmented reality model. The results obtained were through a survey about the prototype; identifying the acceptance about the prototype by parents for the usefulness of this idea for their children with learning disabilities, with 76% that the prototype is ideal for children. In addition, the prototype was validated by five experts, resulting in 85.4% acceptance. As a conclusion of the research is the achievement of a good design for a solution to the problems of children with learning disabilities to have a better understanding and to be free from stress.
Dyslexia is a learning disorder that hinders spelling, communication and reading comprehension in such a way that its objective proposes to design a mobile application for children with dyslexia in primary education using augmented reality. In the methodology, Design Thinking is used to help us solve the problems of users with group work and decision making to choose the best innovative proposal for its design, using the mobile prototype design tools called Figma, TinkerCad is used for 3D modeling and MetaClass Studio is used to visualize the augmented reality. In the results shows the analysis that is done to parents to find the main problems of children with dyslexia, so that the innovation team will be responsible for showing the solution that is the mobile application with augmented reality so that parents are comfortable with the proposed, finally the mobile prototype with augmented reality will be validated by 5 experts showing a 91% level of acceptance. As a conclusion is to provide a contribution to the educational society for the solution of problems in dyslexia leading to an improvement in communication of the child.
Dyscalculia is a disorder of difficulty in understanding, understanding of numbers and mathematical operations in such a way that the child has a greater stress by not solving the exercises proposed by the teacher, leading to the objective of the research in making an innovation plan dedicated to the mobile prototype with augmented reality for children with dyscalculia in primary education. Design Thinking was used as a methodology that allows us to know the needs of users and implement new solutions to their problems, so that the project team makes decisions to choose the best idea proposed, likewise this idea must be applied to a model or design, for this the Miro application was used for the mobile prototype, for the 3D design TinkerCad was used for educational games and finally the App Augmented Class application that was responsible for the visualization of augmented reality. The results were obtained through interviews with parents, indicating that the mobile prototype with augmented reality is a great contribution of impact and should be applied for children, finally this prototype is validated by five experts who mentioned that the final prototype has 86% acceptance. The conclusion of this research is to make an innovation model to solve the problems of dyscalculia, improving understanding and comprehension in mathematics.
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