Aplicación móvil de consulta académica con estrategia de gamificación en la ESPAM MFL

The main objective of the present project was to develop a mobile application (App) for academic consultation for the students of the MFL ESPAM, making it more faithful to the use of gamification strategies, which consists in the use of gamification resources to generate greater students' acces...

Mô tả đầy đủ

Đã lưu trong:
Chi tiết về thư mục
Tác giả chính: Álvarez Bermúdez, Ido Adrián (author)
Tác giả khác: Fallaín Álvarez, Marcos Lenín (author)
Định dạng: bachelorThesis
Ngôn ngữ:spa
Được phát hành: 2019
Những chủ đề:
Truy cập trực tuyến:http://repositorio.espam.edu.ec/handle/42000/972
Các nhãn: Thêm thẻ
Không có thẻ, Là người đầu tiên thẻ bản ghi này!
Miêu tả
Tóm tắt:The main objective of the present project was to develop a mobile application (App) for academic consultation for the students of the MFL ESPAM, making it more faithful to the use of gamification strategies, which consists in the use of gamification resources to generate greater students' access interest to the App through activities generated by teachers, among the main activities that were carried out, was to make a sketch regarding issues of implementation of strategies of gamification in the educational field, to have favorable conclusions, proceeded to outline the requirements with the functionalities of the App, including these strategies. To take an order, the appropriate use of a development methodology was established, such as eXtreme Programming (XP), the agile tool for software construction, which, through 4 phases (Planning, Design, Coding and Testing), allowed to obtain results of quality of the product, taking like priority to reduce the time of development; with the conception of this project it was sought that the ESPAM MFL has an App that generates in students greater interest in the use of resources that allow reflecting their academic performance, through the loyalty tools used by the app and the same benefits presented by these mobile technologies, resulting in a product evaluation and an acceptability of 97.30% by students.