This research work is based on making a prototype e-commerce system applying the scrum methodology, because currently the systems of many organizations are still developed following traditional methodologies, i.e. the system does not meet the requirements that should provide value to the organization in addition to its poor information security, leading to the organization's data to the vulnerability of loss or theft. That is why this article aims to design a web system for organizations dedicated to e-commerce under the agile SCRUM methodology. The methodology allowed to design the prototype meeting the needs of the organization with frequent retrospectives and continuous communication between stakeholders, in addition to proposing the information security of the company's data. In the results of this research the user stories were analyzed, which allowed the division into 4 Sprint deliverables of the general modules proposed in the article, for which a maximum score of 21 story points per Sprint was placed; in which 16 story points were placed to the first sprint, the second Sprint with 20 story points, the third Sprint with 21 story points and the fourth Sprint with 16 story points. The e-commerce system proposal will be beneficial for the organization and its customers, since it will allow them to have a system according to their requirements and needs in a secure manner.
At present micro and small businesses engaged in the production and marketing of products and have a single means of sale, whether stalls or physical stores, have been affected by the current crisis that is happening due to the pandemic, which came in early 2020 to Europe and different countries in Latin America, which is causing terrible damage to the economy of enterprises, since it does not have a means of virtual sales, where they can offer and market their products so that trade continues to operate during the pandemic. In this way, we designed a prototype e-commerce system meeting the requirements required by the organizations. Where it was based on the Scrum methodology as an agile development framework for the realization of the project. The use of the Marvel design tool allowed the creation of web platform prototypes. Obtaining as a result, prototypes according to an e-commerce system complying with the development procedures established by the Scrum team, which gives you a novel proposal and a productive approach to start implementing e-commerce within the sales processes of each business area. Therefore, this e-commerce system prototype proposal can be implemented by the different micro companies that wish to have a new online sales method and improve their commercial area process, allowing the increase of their client portfolio, as well as their production.
In the present study, we have seen that many people are affected by environmental pollution, so we proposed a mobile application prototype to facilitate awareness of this environmental problem. The methodology that will help us make this application will be the Scrum methodology, since it is adaptable to the constant changes in the mobile application development process. We will also use an Internet of Things and Fire based technology to collect data from the various air pollution sensors. Since users require a visualization of the contamination in real time. The mobile application to which users will automatically register will have easy access for use in monitoring and controlling atmospheric pollution, whose reception data will be through sensors. The result that has been obtained is that it was achieved with the implementation of the application that people are aware of the damage that these pollutants cause to the environment.
The research work is focused on people with Down syndrome since it is the most common genetic disorder worldwide, also, these people have cognitive and visual-motor disabilities, however, the Peruvian state does not use even 1% of the budget allocated to the educational sector of these people, so, by not receiving the education they can not develop their skills. Therefore, a prototype of a mobile application was designed for the learning of people with Down syndrome through interactive games, implementing the Scrum methodology for the development of the application prototype, using the Troncoso method for the teaching of reading and writing, but the teaching of visual-motor coordination was added to the method and concerning the design of the prototype, the Balsamiq tool was used because it was the most appropriate. And so the objective of developing the prototype of the application was achieved. Having as a result that people with Down syndrome can read or write basic words and differentiate the hemispheres of their body, through the unlimited attempts of the exercises, in each level or type of learning. In this way, with the teachings received, these people will have a better quality of life, being able to integrate into society, and be more independent when performing daily activities.
The current global pandemic situation has forced universities to opt for distance education, relying on digital tools that are currently available, such as course management platforms like Moodle, videoconferencing applications like Google Meet or Zoom, or instant messaging apps like WhatsApp. In this study it is detailed that these tools have made virtual education an effective alternative to provide education without having a physical space where teachers and students can concentrate. In addition, this document shows that in this form of teaching learning it is not necessary to have a computer, it is enough to have a cell phone to access this type of education in Peru, since most of the country's homes have a smartphone. Both students and teachers affirm that, although a little more time is invested than usual, this teaching method is satisfactory. The result obtained is that the use of mobile applications plays a very important role in virtual classes since the vast majority of students use the cell phone. In conclusion, teaching and learning in higher university education with the use of mobile applications, both teachers and students said that it was of great help due to the interaction through communication with WhatsApp, zoom, Google meet, among others. In addition, being in constant communication with the students through the applications strengthened the teaching.
Due to the health emergency situation, which forced universities to stop using their centers as a means of teaching, many of them opted for virtual education. Affecting the learning process of students, which has predisposed many of them to become familiar with this new learning process, making the use of virtual platforms more common. Many educational centers have come to rely on digital tools such as: Discord, Google Meet, Microsoft Team, Skype and Zoom. The objective of the research is to report on the impact of student learning through the use of the aforementioned videoconferencing tools. Surveys were conducted with teachers and students who stated that 66% were not affected in their educational development. Most of them became familiar with the platforms; however, less than 24% qualified that their academic performance has improved, some teachers still have difficulties at a psychological level due to this new teaching modality. In conclusion, teachers and students agree that these tools are a great help for virtual classes.
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