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    Systemic analysis of the use of technological tools in the university learning process
    (International Association of Online Engineering, 2022-01-01)
    The research described in this article is based on interviews to obtain information about the use of technological tools in the university learning process, from different points of view of actors, such as students, teachers, among others. The experimentation was carried out in the University of Lima, Peru. For this purpose, the process implemented consisted of categorizing the information where the confirmed and validated activities were located. The Maltese cross was used to locate in its four quadrants the selected activities, the input, the output of the information category and the procedure of the information processes. The objective of this work is to analyze in depth the problem of the use of technological tools in higher education in Peru under the systemic approach. The methodology of flexible systems and the Wilson methodology with its Maltese cross were used; this fusion is called hybrid methodology. The research has a qualitative approach and a descriptive scope. The result obtained from the category of information and the Maltese cross is that teachers and students have developed their digital skills in the use of technological tools to improve the teaching-learning process after undergoing training. The contribution benefited the students as the teachers trained in the technological tools enabled them to be more didactic during the virtual classroom sessions.
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    Item type:Publication,
    Augmented reality: Prototype for the teaching-learning process in Peru
    (Science and Information Organization, 2022-01-01)
    In recent years, augmented reality is playing an important role in the world of mobile technology, since it is a way to facilitate the teaching-learning processes, this easy teaching-learning process generates a great contribution in companies, either creating opportunities or changing the way in which companies approach and interact with their end customers, this can mean a remarkable growth of the organization, that is why in this work an augmented reality prototype has been made using the methodology Scrum at the University of Sciences and Humanities of Lima-Peru, but with a focus on the nursing career. Knowing that the problem is the limited learning that students acquire in the classrooms, for which, we want to make use of augmented reality, so that this improves the form of education that is provided to university students. The result obtained, from developing the case study, was an augmented reality prototype for the improvement of education at the University of Sciences and Humanities of Lima-Peru, which shows a virtual model (it depends on the image shown), able to interact with the user, making it attractive and motivating for the student, this prototype was achieved, using Unity (3D development platform, Vuforia (augmented reality software development kit), Microsoft Visual Studio (integrated development environment), the Scrum Methodology (Scrum Pillars, Product Backlog, Product Backlog Estimation, Speed, Backlog Prioritization and Sprint Planning) and the C# Language (C Sharp).