Browse Items (1784 total)

The article focuses on the orientation of educational aids for blind people. The prototype was made with the Scrum methodology and the prototype design tool called Balsamiq was used. Its objective is to design Prototypes of mobile application…

Currently in Latin America hearing impairment is one of the main problems of society, especially in Peru, where there is a large percentage of hearing-impaired children without receiving some kind of adequate and viable education for their growth,…

Tooth decay is a problem that occurs in every person. However, children are the most vulnerable due to their diet, the consumption of foods high in sugar and poor oral hygiene. Due to this problem, the design of a mobile application was developed…

Dyslexia is a learning disorder that hinders spelling, communication and reading comprehension in such a way that its objective proposes to design a mobile application for children with dyslexia in primary education using augmented reality. In the…

Diabetes is a disease that is increasing worldwide, the main causes are: a sedentary lifestyle, aging population and economic factors. On the other hand, in Peru there is also prevalence of diabetes, especially in older adults, due to this problem,…

In the last decade, mobile applications have shown an expansion to a great diversity of uses that can be made, which has influenced at different levels (economic, cultural, political), as in the area of learning where it has played a very important…

Diabetes in the world is a big problem. In addition, in Peru there are high cases of diabetes mellitus type 2, this happens due to insulin resistance, which causes damage to muscle, liver. In addition to the fact that the fat cells do not generate…

The rate of crime incidence in Indonesia is quite high. Some efforts to prevent crime and to create community safety have been already conducted. However, the information technology has not been implemented yet. CrimeID could be a technology tool for…

M-learning has the potential to take education out of classroom boundaries. Based on the device used, any student/learner can access a vast area of content. Varying from podcasts to videos, participate in virtual lessons or just ask a mentor over the…

This research aimed at developing a virtual reality based learning media application on the introduction of types of fish. The development of this application intended to facilitate the learning process in the kindergarten concerning on the…
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