En el presente trabajo de investigación, tiene como función analizar las estrategias didácticas en entornos virtuales aplicando metodología STEAM para promover competencias en estudiantes de carreras técnicas de electrónica, electricidad y electromecánica del Instituto Superior Universitario Sucre. La mayor parte de docentes del Instituto Superior Universitario Sucre no aplican metodologías adecuadas que ayuden a facilitar el proceso de enseñanza aprendizaje de los estudiantes. Se consideró los aportes teóricos de estudios sobre las estrategias didácticas en entornos virtuales; afirmando, que al aplicar de manera correcta estas estrategias, como docentes mejoramos nuestra práctica profesional, y podremos potenciar las habilidades de los estudiantes. Para esta investigación, se utilizó la metodología cuantitativa, a través de una encuesta que se aplicó a estudiantes y docentes sobre la metodología STEAM quienes se encargaron de incorporar en la educación virtual las disciplinas de aprendizaje como: la ciencia, tecnología, ingeniería, arte y matemáticas, logrando desarrollar con facilidad todas las actividades propuestas en el aula virtual de cada asignatura de acuerdo al syllabus. Los resultados obtenidos indican que es necesario utilizar la metodología STEAM en la educación virtual, la misma que permite a los estudiantes utilizar el trabajo en equipo, la investigación, innovación y la creatividad como competencias para mejorar el proceso de enseñanza aprendizaje en las carreras técnicas. PALABRAS CLAVE: Estrategias didácticas; Educación técnica; Entornos virtuales; STEAM; TICs. Didactic strategies in virtual environments applying STEAM methodology to promote skills in students of technical careers ABSTRACT The present research work, its function is to analyze the didactic strategies in virtual environments applying a STEAM methodology to promote skills in students of technical careers in electronics, electricity, and electromechanics of the Instituto Superior Universitario Sucre. Most of the teachers of the Instituto Superior Universitario Sucre need to apply adequate methodologies that help facilitate the teaching-learning process of the students. The theoretical contributions of studies on didactic strategies in virtual environments were considered, affirming that by applying these strategies correctly, as teachers, we improve our professional practice and can enhance students' skills. For this research, the quantitative methodology was used through a survey that was applied to students and teachers on the STEAM methodology who oversaw incorporating learning disciplines into virtual education, such as science, technology, engineering, art, and mathematics, managing to quickly develop all the activities proposed in the virtual classroom of each subject according to the syllabus. The results indicate that it is necessary to use the STEAM methodology in virtual education, which allows students to use teamwork, research, innovation, and creativity as skills to improve the teaching-learning process in technical careers. KEYWORDS: Didactic strategies; Technical education; Virtual environments; STEAM; ICTs.
For several years, therapies for children with different disabilities have focused on clinical processes that often cause discomfort and pain in patients. Hence, in current times, other aspects related to therapy are evaluated, which allow the necessary clinical process to be carried out but also favor children's moods andemotions. This work proposes a methodology based on Play therapy in children from 3 to 5 years old with Down syndrome. For this, qualitative research was carried out to identify the main difficulties that children present in the fine and gross motor areas with the Wheel of Child Development instrument to determine the necessary methods for the proposal. The main results show that play therapy, in addition to providing a moment of fun, relaxation, and enjoyment, allows the development of the child's skills.
Esta investigación se enfoca en la construcción de un brazo robótico didáctico de 6 grados de libertad (GDL) automatizado para clasificar objetos balísticos mediante visión artificial, está controlado mediante drivers TB6560 y motores a pasos de marca NEMA; mismos que se encuentran ubicados en cada articulación, cuenta con un servo motor que está adaptado a un gripper de pinzas, el cual permite el agarre de los objetos balísticos a clasificar. Además, cuenta con una Rasberry Pi modelo B, un sistema operativo Raspbian y una pantalla touch LCD. Adicional, posee un sensor de imagen pixy cam y un arduino atmega 2560 empotrada una tarjeta RAMPS 1.4 para el control de los grados de libertad del brazo robótico. De esta manera pudiendo clasificar objetos, ya sea por forma, tamaño o color.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.