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    Mobile application to reduce illiteracy in rural areas of Peru
    (IJETAE Publication House, 2022-02-01)
    Illiteracy is one of the main problems that Peru faces in education, it is known that the highest percentage of illiteracy occurs in rural areas of our Country. That is why the research work is focused on children and adults who cannot read or write. Therefore, a mobile application prototype was designed to reduce illiteracy in Peru where they can learn to read and write with the activities provided in the application. A hybrid methodology was used, which is the union of Design Thinking and soft systems and the Moqups tool, since they were the most appropriate to develop this work. In this way, the result was the design of a mobile application that will make children and adults who do not know how to read or write to learn with the appropriate educational methods, such as the alphabetical method and the syllabic method, which will make their learning easy. and simple. Likewise, you can take advantage of the use of technology to improve and strengthen education, since educational technology is a didactic and innovative tool that can be implemented in educational classrooms. Keywords— Mobile application, hybrid methodology, educational methods, illiteracy, educational technology.
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    La práctica pedagógica de docentes de escuelas en tiempos de pandemia
    (Pontificia Universidad Católica del Perú, 2022-07-01)
    El tema de este estudio es la práctica pedagógica docente durante la pandemia. El objetivo de la investigación es analizar la práctica pedagógica de docentes del nivel inicial y primaria en tiempos de pandemia. Es un estudio cualitativo que recogió información con una entrevista semiestructurada por medio de la plataforma Zoom. Luego del análisis de todos los hallazgos, se obtuvieron las siguientes conclusiones. La interacción docente-estudiante ha sido un gran reto debido a las dificultades tecnológicas, por lo que la motivación con diversas estrategias y el trabajo con padres ha resultado un óptimo método para enfrentarlo; también, el proceso educativo se ha visto afectado por diferentes dificultades del contexto individual de cada estudiante, lo que ha ocasionado una mayor carga laboral para las docentes y, finalmente, el proceso reflexivo ha posibilitado que las docentes cuestionen su práctica y la transformen en la búsqueda de un óptimo ejercicio pedagógico.
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    The Use of ICT´s for the Teaching of University Teachers
    (Pontificia Universidad Javeriana, 2023-01-01)
    This article analyzes the factors associated with the use of ICT’s in a sampling of university teachers (N = 208). It employed questionnaires which measured the use of ICT’s, pedagogical beliefs, teaching self-efficacy, evaluation, access to and support in ICT and institutional leadership. The results showed that traditional teaching beliefs negatively predicted the use of the ICT’s. It discusses the importance of these results for the implementation of ICT and continual training in higher education.
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    Development of a Web System to Improve and Reinforce Learning in Mathematics in Primary and Secondary Students in Peru
    (Auricle Global Society of Education and Research, 2023-05-01)
    This article describes the development and evaluation of a web system that aims to improve and reinforce mathematics learning in primary school students in Peru. Mathematics education is central to the school curriculum and it is important that students gain a solid understanding and ability to apply mathematical concepts in everyday situations. However, it is common for students to have difficulty learning and understanding courses in this subject, which can negatively affect their academic performance and self-confidence. To address this issue, a web-based system was developed that includes interactive lessons and personalized learning tools that are tailored to the individual needs of each student. The system also offers online resources and activities to help students deepen mathematical concepts and apply them to practical problems. To evaluate some drawbacks, a study was carried out with a group of parents of some primary school students in Peru. The results of the study showed that there is a worrying distrust of online study. Technology is set to revolutionize the way primary school students in Peru learn and study, providing access to a wide variety of digital resources and tools that can improve comprehension and academic performance. This work demonstrates the effectiveness of the web system developed as a tool to improve and reinforce mathematics learning in primary school students in Peru. The system provides a personalized and adaptive online learning platform that can help students improve their math skills and understanding, and increase their motivation and confidence.
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    Use of artificial intelligence in university education: Bibliometric exploration
    (Universidad Cientifica del Sur, 2025-01-30)
    This study aims to conduct a bibliometric analysis to investigate the current state of artificial intelligence (AI) adoption and utilization in higher education. A quantitative methodology was employed, analyzing 1476 scientific articles from renowned databases such as Scopus and Web of Science. Data was processed using the digital tools R and VOSviewer. The findings reveal an exponential growth in publications, with a growing focus on personalized learning, automated assessment, and the use of tools like ChatGPT. Significant international collaborations were identified; however, ethical challenges and the need for appropriate policies to ensure equitable and effective AI implementation in education were also highlighted. This study provides a global overview of research trends in AI in higher education, examining its applications, opportunities, and challenges for the teaching-learning process.
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    A design science approach to mixed-methods evaluation in serious game research
    (Elsevier BV, 2025-06-01)
    For a serious game to be effective, it must undergo rigorous validation process. A Design Science approach advocates the use of quantitative or qualitative research methodologies within the creation and validation of artifacts, an approach suitable for evaluating serious games as educational tools. This study presents a methodological framework that integrates quantitative measurement and qualitative inquiry to assess the effectiveness of a serious game designed for ethics education. We provide access to the quantitative questionnaire, its codebook, and the dataset generated during the validation of the authors' approach using a serious game for teaching business ethics. The integration of both methods allowed us to validate the game as a relevant and effective strategy for promoting ethical reflection among university students. These findings support the consistency and reliability of the method used for validating serious games. Methodological Highlights•The quantitative assessment is based on the Technology Acceptance Model III (TAM III) and the Theory of Planned Behavior (TPB).•Qualitative inquiry analyzes students' group work to understand their perceptions of ethical phenomena after gameplay.•Professors can use insights from students' perceptions as a starting point or framework for takeaways in future game applications.
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