Modelo Prolab: Propuesta didáctica para reforzamiento de escolares: Yati Gamer
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Pontificia Universidad Católica del Perú
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Abstract
El presente trabajo de investigación contribuye a la solución de un problema complejo de
relevancia social. Según el MINEDU, como consecuencia de la pandemia COVID19 la curva
de aprendizaje de los estudiantes de nivel secundaria retrocedió en 13% en el curso de
matemáticas, generando una brecha de conocimientos que podría influir negativamente en su
rendimiento académico posterior, y en cuanto a rezagados en dicha materia resultó en
promedio de 29% para nivel primaria y de 55% para nivel secundaria, a nivel nacional.
En tal sentido, esta investigación se centra en el desarrollo de un modelo de negocio que
conecta la demanda de estudiantes con docentes idóneos, mediante el cual se brinda el
servicio de reforzamiento en el curso de matemáticas para alumnos de primaria del 5° y 6°
grado y para alumnos del 1° y 2° de secundaria, a través de una propuesta didáctica
innovadora que utiliza tecnología de vanguardia como es la realidad aumentada (RA) y la
realidad virtual (RV), y la gamificación que genera un aprendizaje entretenido y productivo y
que en conjunto promueven mejor entendimiento y retención de conocimientos respecto a los
métodos tradicionales.
El producto mínimo viable (PMV) de dicho modelo de negocio ha sido probado en su
deseabilidad, usabilidad, factibilidad y viabilidad, resultando una inversión atractiva
sostenible financiera y socialmente, habiéndose obtenido para una inversión de USD. 275,256
un VAN de USD. 966,417 y una TIR de 111%, asimismo el índice de relevancia social fue de
75% y un VANS de USD.491,944.
This research work contributes to the solution of a complex problem of social relevance. According to the MINEDU, as a consequence of the COVID19 pandemic, the learning curve of secondary level students regressed by 13% in the mathematics course, generating a knowledge gap that could negatively influence their subsequent academic performance, and in terms of laggards. In this subject, it was an average of 29% for the primary level and 55% for the secondary level, at the national level. In this sense, this research focuses on the development of a business model that connects the demand of students with suitable teachers, through which the reinforcement service is provided in the mathematics course for primary school students in grades 5 and 6 grade and for students in 1st and 2nd year of secondary school, through an innovative teaching proposal that uses cutting-edge technology such as augmented reality (AR) and virtual reality (VR), and gamification that generates entertaining and productive and that together promote a better understanding and retention of knowledge compared to traditional methods. The minimum viable product (MVP) of said business model has been tested for its desirability, usability, feasibility and viability, resulting in an attractive investment that is financially and socially sustainable, having been obtained for an investment of USD. 275,256 an NPV of USD. 966,417 and an IRR of 111%, also the social relevance index was 75% and a VANS of USD.491,944.
This research work contributes to the solution of a complex problem of social relevance. According to the MINEDU, as a consequence of the COVID19 pandemic, the learning curve of secondary level students regressed by 13% in the mathematics course, generating a knowledge gap that could negatively influence their subsequent academic performance, and in terms of laggards. In this subject, it was an average of 29% for the primary level and 55% for the secondary level, at the national level. In this sense, this research focuses on the development of a business model that connects the demand of students with suitable teachers, through which the reinforcement service is provided in the mathematics course for primary school students in grades 5 and 6 grade and for students in 1st and 2nd year of secondary school, through an innovative teaching proposal that uses cutting-edge technology such as augmented reality (AR) and virtual reality (VR), and gamification that generates entertaining and productive and that together promote a better understanding and retention of knowledge compared to traditional methods. The minimum viable product (MVP) of said business model has been tested for its desirability, usability, feasibility and viability, resulting in an attractive investment that is financially and socially sustainable, having been obtained for an investment of USD. 275,256 an NPV of USD. 966,417 and an IRR of 111%, also the social relevance index was 75% and a VANS of USD.491,944.
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