The teaching and learning process of the English language in Ecuador faces several challenges, particularly at the basic education levels. Factors such as the lack of innovative methodologies, the limited use of technological ...
Chavez Guadamud, Andy Alexander; Montaño Angulo, Jose Patricio(Machala, 2025-03)
The thesis project by José Montaño and Andy Chávez investigates the use of the metaverse as an interactive teaching environment to enhance feedback in the Technical Support subject, aimed at second-year high school students ...
The basic education centers, especially in the Machala cantón, face a considerable challenge regarding the academic performance of their students, particularly due to the indifference towards active involvement in the ...
Castillo Redrovan, Jhon Michael; Castillo Oviedo, Kevin Joel(Machala, 2025-03)
The primary objective of this present work is to implement a mobile application in the subject of Natural Sciences as a self-assessing tool to strengthen the knowledge of fifth-year students in General Basic Education at ...
The purpose of this degree project was to design open educational resources using digital tools to improve the active participation of 8th grade students at the “Ciudad de Machala” Educational Unit. To carry out the general ...
The experience within educational audiovisual resources is a great way to get teachers to learn, improve and instill various skills and attitudes in the classroom, being innovative learning the focus of attention of ...
Romero Valdiviezo, Ivonne Isabel; Cun De La Cruz, Ariana Camila(Machala, 2025-03)
Educational robotics is a powerful resource for learning, engaging students with a passion for design, construction, and innovation in creating robotic prototypes for educational purposes. This approach not only enhances ...
Guaman Agualsaca Joel Wilmer; Acevedo Fajardo Ingrid Abigail(Machala, 2025-03)
The evolution of digital technologies has revolutionized education, driving the adoption of innovative methodologies that optimize learning and enhance students' active participation. In this context, the metaverse emerges ...
Development of gamified content within a mobile application to enhance the active participation of third-year "A" students of the BGU in the subject of "Language and Literature" of the "Carmen Mora de Encalada" High ...
This research project emphasizes the effective use of gamification and its impact on strengthening the knowledge acquisition process in the area of computer science. The importance of incorporating ICT components into ...
This research is based on the use of Webquest as an active learning methodology since, nowadays, teachers need to adapt to new teaching-learning methods due to the constant changes brought by ICT. Through gamification, it ...
Cuenca Ullaguari, Gilson Damian; Jaramillo Villacres, Steven Daniel(Machala, 2025-03)
This research aims to determine the impact of a gamified mobile application when implemented in the teaching-learning process for seventh grade students in the subject of social studies. This investigation is prompted by ...
Tamayo Zapata, Kevin Josue; Gaona Vasquez, Kevin Santiago(Machala, 2025-03)
This research analyzes the impact of Artificial Intelligence (AI) on strengthening literacy skills in third-year General Unified Baccalaureate (BGU) students at the "Ciudad de Machala" Educational Unit. A chatbot called ...
Olave Matamba, Sammy Alexander; Castillo Roblez, Andy Eliceo(Machala, 2025-03)
Nowadays, technology has become an essential part of our daily lives, facilitating various activities including education where its use seeks to improve the learning process. However, in many classrooms this is still not ...
Isbes Ulloa, Maria Mercedes; Quezada Toledo, Alexia Paulette(Machala, 2025-03)
This research addresses the issue of lack of motivation for reading and writing among General Basic Education (EGB) students. It aims to foster motivation for reading and writing in the Language and Literature subject ...
Carrillo Hidalgo, Alexander Bladimir; Robinzon Orellana, Jennifer Leonela(Machala, 2025-03)
This research addresses the implementation of educational robotics as an innovative tool in the learning of the subject of Mathematics, specifically in the context of the Eighth Year of Basic General Education. The main ...
Gonzalez Figueroa, Melanie Karen; Carrasco Valarezo, Maria Belen(Machala, 2025-03)
The evolution of technology has revolutionized education, leading to the transformation of learning through applications that adapt to the needs of the teaching and learning process. In this context, the integration of ...
Ramirez Calderon, Karla Cecilia; Guaman Rogel, Roger Alexis(Machala, 2025-03)
The objective of this study is to evaluate the impact of the implementation of a gamified educational application in the dynamic and participatory learning of students in the 5th year of General Basic Education, in the ...
Vargas Cuenca, Julio Oswaldo; Espinoza Juca, Yomaira Abigail(Machala, 2025-03)
The present work presents a low reading comprehension in the students of the fourth year of elementary school “Luis Amando Ugarte Lemus”, located in Machala-El Oro, therefore, it is proposed the implementation of a mobile ...
The objective of this degree work is the design and implementation of a mobile educational application as a strategy that favors reading comprehension of eighth grade students of the “República del Perú” High School. For ...