This research proposes a didactic strategy based on robotics to promote innovation in higher education (EDITICA), which is structured in ten stages by information technology professionals can go from simple users or programmers of robots, to develop an inventive ability to create their ownprototypes. The nature of the research was based on a quantitative approach to get the statistical analysis of the data generated; exploratory type research was used given the limited material available on the subject in question, also relying on experimental, descriptive, correlational and documentary research. The data generated by the survey was analyzed statistically to observe the correlations of the different variables that confirmed the veracity of the proposed hypothesis. Finally, a quasi-experiment was carried out to put the strategy into practice through two teams that worked motivated and enthusiastic to make their prototype work.
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