REPXOS 4.0 (Universidad de las Ciencias Informáticas)
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Computer tool for remote administration of the DHCP service
La Universidad de la Ciencias Informáticas (UCI) ha contribuido al desarrollo de aplicaciones y estrategias para hacer más eficiente el despliegue de las tecnologías libres en las empresas cubanas. Entre los resultados más evidentes está el desarrollo de la distribución cubana de GNU/Linux Nova, un sistema operativo que se despliega en cuatro variantes: Nova Escritorio, Nova Ligero, Nova Droid y Nova Servidor, este último destinado a la administración de servicios telemáticos. Las empresas normalmente tienen redes informáticas y por ende servidores que proveen servicios telemáticos como el de Asignación Dinámicas de Host (DHCP), que necesitan ser configurados adecuadamente por los administradores. En el presente trabajo se describe el desarrollo de una herramienta para la administración remota del servicio DHCP, con el objetivo de configurar a distancia este servicio de host en las pequeñas y medianas empresas cubanas. Se utiliza la metodología de Proceso Ágil Unificado en su variante para la Universidad de las Ciencias Informáticas y se aplican, al software obtenido, diferentes pruebas funcionalidad
Social impact of technological integration in Higher Education through the TPACK model
La sociedad del siglo XXI se conoce como la "Sociedad del Conocimiento", donde el uso de las Tecnologías de la Información y la Comunicación se han extendido a todas las esferas de desarrollo social. Este nuevo escenario sin duda, se perfecciona con nuevos entornos de trabajo y de aprendizaje, donde se torna imprescindible el desarrollo de conocimientos y habilidades para manejar la tecnología digital. El objetivo de esta investigación es describir el impacto de la integración tecnológica en las aulas por los profesores de Matemática en la Educación Superior, guiado por el modelo del Technological Pedagogical Content Knowledge (en adelante TPACK) de Mishra & Koehler (2006). Para recopilar los datos se aplicará un cuestionario al profesorado de matemáticas de diversos países europeos, iberoamericanos y asiáticos. Se realizarán entrevistas en profundidad semi-estructuradas a una muestra seleccionada, de forma presencial y mediante herramientas de comunicación tecnológicas. Se establecerán las posibles relaciones entre el conocimiento tecnológico, pedagógico y de contenido y los niveles de integración tecnológica en las aulas.
Los resultados de esta investigación permitirán proponer acciones formativas para favorecer la integración de la tecnología en las aulas.The 21st century society is known as the "Knowledge Society", where the use of Information and Communication Technologies has spread to all spheres of social development. This new scenario is undoubtedly enhanced by new work and learning environments, where the development of knowledge and skills to handle digital technology becomes essential. The objective of this research is to describe the impact of technological integration in the classroom by Mathematics teachers in Higher Education, guided by the Technological Pedagogical Content Knowledge (hereinafter TPACK) model of Mishra & Koehler (2006). To collect the data, a questionnaire will be applied to mathematics teachers from different European, Latin American and Asian countries. Semi-structured indepth interviews will be conducted with a selected sample, in person and using technological communication tools. The possible relationships between technological, pedagogical and content knowledge and the levels of technological integration in the classroom will be established. The results of this research will allow proposing training actions to favor the integration of technology in the classroom
Definition of an engineering process for the development of a chatbot based on established good practices
Chatbots are a program designed to simulate an intelligent conversation, generally with one or more humans. In the educational field, they are used to act as a teacher, student or student companion and is capable of processing natural language and offering information in a coherent way in real time through a dialogue. It is possible to find various research related to the development and implementation of chatbots such as graduate and postgraduate jobs. In these works the application of an engineering process is evidenced, which in some cases differ from each other, but have activities and good practices in common used for the development of these systems. Therefore, the objective of this research was to define an engineering process for the development of a chatbot based on good practices identified in research carried out. Thus, establishing the processes, activities and artifacts to be carried out for the development of a chatbot that allows the evaluation
and training of students in a given subject
Analysis of the behavior of research projects in the period 2010-2020
A research project is the plan that is developed prior to carrying out a research work. The objective of this work to analyze the behavior of research projects in the 2010–2020 decade, according to the contributions of other researchers. This study allows to know the main models, standards (PMBOK, PRINCE2, COBIT, ISO / IEC 21500), methodologies (PRINCE2, SCRUM, WATERFALL) and tools (SINNAPS, WRIKE, TRELLO, ASANA) used in this type of projects, taking into account count its characteristics. Another aspect that is taken into account in this research are the indicators for their success, where the use of traditional indicators stands out: time, cost and quality. Once the main mechanisms that have been taken into account in the last decade to manage research projects and expose their most relevant characteristics have been presented, this document seeks to serve as a guide for future research. Likewise, an investigation is being worked on that will offer a guide for the evaluation of projects of this nature and the elements presented in the study
are taken into account
Cisco Aspire to develop practice in the Digital Systems discipline.
Los juegos de simulación son utilizados cada vez más en el proceso de enseñanza aprendizaje por el alto valor motivacional y por brindar una experiencia atractiva al educando. Entre las principales ventajas que supone la utilización de los juegos serios en un entorno docente, encontramos la posibilidad de extender y profundizar los conocimientos adquiridos por los estudiantes a través de la resolución de problemas y la toma de decisiones. En la disciplina Sistemas Digitales de la carrera ingeniería en ciencias informática de la Universidad de las Ciencias Informáticas (UCI), existe cierta desmotivación por parte de los estudiantes hacia las asignaturas de la disciplina y es que todo el proceso lo deben realizar manualmente. Cisco Aspire Networking Academy Edition es un simulador el cual contribuye a la preparación de estudiantes en el diseño, configuración y mantenimiento de redes. Cisco Aspire es
una forma divertida y atractiva de practicar habilidades de redes y agudizar su visión para los negocios.Simulation games are increasingly used in the teaching-learning process due to their high motivational value and for providing an attractive experience for the student. Among the main advantages of using serious games in a teaching environment, we find the possibility of extending and deepening the knowledge acquired by students through problem solving and decision making. In the Digital Systems discipline of the engineering degree in computer science at the Informatics Science University, there is a certain lack of motivation on the part of the students towards the subjects of the discipline and that is that the whole process must be carried out manually. Cisco Aspire Networking Academy Edition is a simulator that contributes to the preparation of students in the design, configuration and maintenance of networks. Cisco Aspire is a fun and engaging way to practice networking skills and sharpen your vision for business
Spoken production at b1 level in german through the oral guided tour
The CEFR has become a required tool for the success of the teaching–learning process of foreign languages worldwide. The English Language Major at Universidad de Oriente,
includes German as Second Foreign Language; and according to the currently implemented syllabuses in the major, students should be able to achieve a B2 Common Reference level of linguistic and communicative competence, taking into account
the parameters stated by the CEFR. Therefore, this research aims at highlighting the importance of the oral guided tour, at a B1 Common Reference Level, as a suitable alternative to improve communicative skills in German and help meet the above mentioned CEFR requirements; while unveiling essential linguistic aspects such as fluency, grammar, vocabulary, cohesion, and coherence. For the accomplishment of this task, scientific methods such as Analysis–Synthesis, and Hermeneutic were used; as well as statistical techniques that helped assess the relevance of this proposal
Impact of social networks on the transformation of digital citizens.
La transformación digital de las Universidades exige de un estudio de las tecnologías y la cultura del educador que implican la gestión del talento y la profesionalidad para aprovechar las oportunidades que ofrece el entorno ciberespacial. En el presente trabajo se proponen buenas prácticas para guiar a los ciudadanos digitales (estudiantes) a sintetizar el aprendizaje y poder usarlo en entornos colaborativos. Como vía de desarrollo de esta área en la Facultad de Tecnologías Educativa de la Universidad de las Ciencias Informáticas se realizó una encuesta a estudiantes de
primer año de la carrera de Ingeniería en Ciencias Informáticas sobre el uso de las redes sociales indicando sus movimientos en el internet desde diferentes variables. Los resultados indican que los estudiantes destinan demasiado tiempo del día al uso de redes sociales principalmente con fines de entretenimiento. Facebook, WhatsApp y Telegram, como plataforma de preferencia, puede emplearse como herramienta útil para promover un uso provechoso de las redes sociales en el recinto universitario. Se recomienda el uso de buenas prácticas tanto para la escuela como para los hogares de los ciudadanos digitales y acciones a realizar para trabajo educativo en la Facultad de Tecnologías Educativas a partir del diagnóstico conocido en los estudiantes.The digital transformation of Universities requires a study of the technologies and the educator's culture involving talent management and professionalism to take advantage of the opportunities offered by the cyberspace environment. This paper proposes good practices to guide digital citizens (students) to synthesize learning and be able to use it in collaborative environments. As a way to develop this area in the Faculty of Educational Technologies of the University of Informatics Sciences, a survey was made to first year students of Computer Science Engineering on the use of social networks indicating their movements on the Internet from different variables. The results indicate that students allocate too much time of the day to the use of social networks mainly for entertainment purposes.
Facebook, WhatsApp and Telegram, as a preferred platform, can be employed as a useful tool to promote a profitable use of social networks on campus. The use of good practices is recommended for both the school and the homes of digital citizens and actions to be carried out for educational work in the Faculty of Educational Technologies from the diagnosis known in students
Knowledge management as a connection between management and direction system and the quality model for the development of computer applications: guidelines for business improvement and the certification of the model
Organizational performance improvement, based on learning and innovation, increasingly requires structured information and knowledge management processes. In an increasingly computerized and changing society, the ability to properly manage information is essential to achieve the operational and strategic goals of organizations. The establishment of a knowledge management process ensures the environment in which information is accessible, shared, transformed into new knowledge and allows its use for the benefit of the organization, impacting its competitive advantage. Technology–based companies as an organization that focuses its efficiency primarily on knowledge, delve into this aspect. This bibliographic review article was carried out with the objective of identifying the guidelines that guarantee knowledge management in accordance with the requirements of the Cuban Quality Model for the development of computer applications,provided for in the current normative base for the Cuban state company in the Management and Direction System of the business improvement process. This review provides guidelines for companies that intend to start an improvement process with the aim of: certifying their management model as a State Company of Computer Applications and Services, starting the Business Improvement Process and / or certifying from what it requires. the Cuban Quality Model for the development of computer applications
Proposal of a Virtual Evaluation System for the Feasibility Course of de Inversion Projects
La evaluación es una actividad sistemática integrada dentro del proceso educativo. Como parte de la optimización del proceso educativo, la evaluación permite elevar la calidad del aprendizaje y aumentar el rendimiento de los alumnos. En la actualidad los procesos de evaluación y tutoría se desarrollan con el apoyo de las Tecnologías de la Información y las Comunicaciones, la cual ha revolucionado significativamente y de forma positiva todos los procesos educativos y en particular los sistemas de evaluación. A pesar de los avances en este sentido, aún persisten deficiencias en las formas, métodos y estilos de evaluación, lo cual atenta contra el desarrollo efectivo del Proceso de Enseñanza - Aprendizaje. La asignatura Factibilidad de Proyectos de Inversión, del currículo optativo en la carrera de Ingeniería en Ciencias Informáticas, en la Universidad de las Ciencias Informáticas, tiene definido un Entorno Virtual de Enseñanza- Aprendizaje, el cual brinda la posibilidad del uso de diversas herramientas para la evaluación de los estudiantes, pero en la práctica no se realiza un adecuado uso. Se emplearon como métodos científicos, la observación, la entrevista y el análisis documental. Atendiendo a lo antes expuesto, el presente trabajo tiene como objetivo realizar una propuesta de un sistema de evaluación en correspondencia con el proceso de enseñanza-aprendizaje de la asignatura Factibilidad de Proyecto de Inversión.Evaluation is an integrated systematic activity within the educational process. As part of the optimization of the educational process, evaluation can raise the quality of learning and increase student achievement. At present, the assessment and mentoring processes are carried out with the support of Information and Communication Technologies, which has significantly and positively revolutionized all educational processes and in particular evaluation systems. Despite advances in this regard, there are still deficiencies in the forms, methods and styles of evaluation, which undermines the effective development of the Teaching - Learning Process. The subject Feasibility of projects of inversion, of the optative curriculum in the career of Engineering in Computer Science, at the University of Computer Science, has defined a Virtual Environment of Teaching-Learning, which provides the possibility of using various tools for the evaluation of The students, but in practice an adequate use is not made. The following scientific methods were used: observation, interview and documentary analysis. In view of the above, the
present work aims to make a proposal of an evaluation system in correspondence with the teaching-learning process of the subject Feasibility of projects of inversion
Android application center (apklis)
The main objective of an Android application center is to
provide an official and reliable service for the distribution of
Cuban and foreign applications for Android, thus enhancing the
indigenous development of applications and providing a way to
advertise the aforementioned products. This application center
must have the basic functionalities of other existing ones (list,
classify, categorize, search and install applications), as well as
others that adapt it to the connectivity and cultural conditions
of our country such as the installation of application data and
future integration with available forms of payments