Prototipo funcional de software multimedia e interactivo de realidad virtual para la enseñanza de compuestos químicos de uso cotidiano

La química es una de las áreas más fundamentales del conocimiento, siendo parte de nuestro día a día, encontrándola en diferentes objetos de uso cotidiano como los celulares o productos de aseo. Desafortunadamente es una de las áreas que resulta más complicada para los estudiantes de bachillerato po...

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Autores:
Suárez Ochoa, Daniel Alfonso
Tipo de recurso:
Trabajo de grado de pregrado
Fecha de publicación:
2020
Institución:
Universidad Autónoma de Bucaramanga - UNAB
Repositorio:
Repositorio UNAB
Idioma:
spa
OAI Identifier:
oai:repository.unab.edu.co:20.500.12749/12051
Acceso en línea:
http://hdl.handle.net/20.500.12749/12051
Palabra clave:
Systems engineer
Technological innovations
Chemistry
Video games
Software
Technology
Learning
Prototype development
Simulation methods
Chemical compounds
Academic areas
Virtual reality
Ingeniería de sistemas
Innovaciones tecnológicas
Aprendizaje
Desarrollo de prototipos
Métodos de simulación
Compuestos químicos
Química
Videojuegos
Software
Tecnología
Realidad virtual
Áreas académicas
Rights
openAccess
License
http://creativecommons.org/licenses/by-nc-nd/2.5/co/
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dc.title.spa.fl_str_mv Prototipo funcional de software multimedia e interactivo de realidad virtual para la enseñanza de compuestos químicos de uso cotidiano
dc.title.translated.spa.fl_str_mv Functional prototype of multimedia and interactive virtual reality software for the teaching of chemical compounds of daily use
title Prototipo funcional de software multimedia e interactivo de realidad virtual para la enseñanza de compuestos químicos de uso cotidiano
spellingShingle Prototipo funcional de software multimedia e interactivo de realidad virtual para la enseñanza de compuestos químicos de uso cotidiano
Systems engineer
Technological innovations
Chemistry
Video games
Software
Technology
Learning
Prototype development
Simulation methods
Chemical compounds
Academic areas
Virtual reality
Ingeniería de sistemas
Innovaciones tecnológicas
Aprendizaje
Desarrollo de prototipos
Métodos de simulación
Compuestos químicos
Química
Videojuegos
Software
Tecnología
Realidad virtual
Áreas académicas
title_short Prototipo funcional de software multimedia e interactivo de realidad virtual para la enseñanza de compuestos químicos de uso cotidiano
title_full Prototipo funcional de software multimedia e interactivo de realidad virtual para la enseñanza de compuestos químicos de uso cotidiano
title_fullStr Prototipo funcional de software multimedia e interactivo de realidad virtual para la enseñanza de compuestos químicos de uso cotidiano
title_full_unstemmed Prototipo funcional de software multimedia e interactivo de realidad virtual para la enseñanza de compuestos químicos de uso cotidiano
title_sort Prototipo funcional de software multimedia e interactivo de realidad virtual para la enseñanza de compuestos químicos de uso cotidiano
dc.creator.fl_str_mv Suárez Ochoa, Daniel Alfonso
dc.contributor.advisor.spa.fl_str_mv Ayala Angarita, John Andrés
dc.contributor.author.spa.fl_str_mv Suárez Ochoa, Daniel Alfonso
dc.subject.keywords.eng.fl_str_mv Systems engineer
Technological innovations
Chemistry
Video games
Software
Technology
Learning
Prototype development
Simulation methods
Chemical compounds
Academic areas
Virtual reality
topic Systems engineer
Technological innovations
Chemistry
Video games
Software
Technology
Learning
Prototype development
Simulation methods
Chemical compounds
Academic areas
Virtual reality
Ingeniería de sistemas
Innovaciones tecnológicas
Aprendizaje
Desarrollo de prototipos
Métodos de simulación
Compuestos químicos
Química
Videojuegos
Software
Tecnología
Realidad virtual
Áreas académicas
dc.subject.lemb.spa.fl_str_mv Ingeniería de sistemas
Innovaciones tecnológicas
Aprendizaje
Desarrollo de prototipos
Métodos de simulación
Compuestos químicos
dc.subject.proposal.spa.fl_str_mv Química
Videojuegos
Software
Tecnología
Realidad virtual
Áreas académicas
description La química es una de las áreas más fundamentales del conocimiento, siendo parte de nuestro día a día, encontrándola en diferentes objetos de uso cotidiano como los celulares o productos de aseo. Desafortunadamente es una de las áreas que resulta más complicada para los estudiantes de bachillerato por su denso componente teórico, llegando a ser la segunda asignatura más pedida para tutorías. Por otro lado la tecnología y el software en general se han vuelto parte de la vida de las personas, usándose para prácticamente cualquier cosa, por ejemplo, facilitar la educación, enseñanza y refuerzo de conceptos académicos. La realidad virtual al ser una tecnología en auge y con gran potencial, para la creación y uso del tipo software anteriormente mencionado en el ejemplo, puede ser una buena herramienta para facilitar el conocimiento de áreas académicas como química.
publishDate 2020
dc.date.issued.none.fl_str_mv 2020-05-15
dc.date.accessioned.none.fl_str_mv 2021-01-26T15:31:00Z
dc.date.available.none.fl_str_mv 2021-01-26T15:31:00Z
dc.type.driver.none.fl_str_mv info:eu-repo/semantics/bachelorThesis
dc.type.local.spa.fl_str_mv Trabajo de Grado
dc.type.coar.none.fl_str_mv http://purl.org/coar/resource_type/c_7a1f
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dc.identifier.instname.spa.fl_str_mv instname:Universidad Autónoma de Bucaramanga - UNAB
dc.identifier.reponame.spa.fl_str_mv reponame:Repositorio Institucional UNAB
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spelling Ayala Angarita, John AndrésSuárez Ochoa, Daniel AlfonsoColombia2021-01-26T15:31:00Z2021-01-26T15:31:00Z2020-05-15http://hdl.handle.net/20.500.12749/12051instname:Universidad Autónoma de Bucaramanga - UNABreponame:Repositorio Institucional UNABrepourl:https://repository.unab.edu.coLa química es una de las áreas más fundamentales del conocimiento, siendo parte de nuestro día a día, encontrándola en diferentes objetos de uso cotidiano como los celulares o productos de aseo. Desafortunadamente es una de las áreas que resulta más complicada para los estudiantes de bachillerato por su denso componente teórico, llegando a ser la segunda asignatura más pedida para tutorías. Por otro lado la tecnología y el software en general se han vuelto parte de la vida de las personas, usándose para prácticamente cualquier cosa, por ejemplo, facilitar la educación, enseñanza y refuerzo de conceptos académicos. La realidad virtual al ser una tecnología en auge y con gran potencial, para la creación y uso del tipo software anteriormente mencionado en el ejemplo, puede ser una buena herramienta para facilitar el conocimiento de áreas académicas como química.RESUMEN ........................................................................................................................... 12 ABSTRACT .......................................................................................................................... 12 1. INTRODUCCIÓN .......................................................................................................... 13 1. PLANTEAMIENTO DEL PROBLEMA Y JUSTIFICACIÓN ........................................ 14 2. OBJETIVOS ................................................................................................................. 16 2.1. Objetivo General .................................................................................................. 16 2.2. Objetivos Específicos ......................................................................................... 16 3. RESULTADOS ESPERADOS ..................................................................................... 17 4. MARCO REFERENCIAL ............................................................................................. 18 4.1. MARCO TEÓRICO ................................................................................................... 18 4.1.1. Software ............................................................................................................ 18 4.1.2. Videojuego ........................................................................................................ 18 4.1.3. Diseño de videojuegos ................................................................................... 22 4.1.4. Game Design Document ................................................................................. 23 4.1.5. Desarrollo de videojuegos.............................................................................. 26 4.1.6. Modelo 3D............................................................................................................. 26 4.1.7. Realidad Virtual ................................................................................................ 27 4.1.8. Átomo ................................................................................................................ 29 4.1.9. Moléculas .......................................................................................................... 30 4.1.10. Compuesto Químico .................................................................................... 31 4.2. MARCO LEGAL ....................................................................................................... 32 4.3. ANTECEDENTES Y ESTADO DEL ARTE .............................................................. 33 5. DISEÑO METODOLÓGICO ......................................................................................... 39 5.1. Primera Etapa: ..................................................................................................... 39 5.2. Segunda Etapa: ................................................................................................... 39 5.3. Tercera Etapa: ..................................................................................................... 40 5.4. Cuarta Etapa: ....................................................................................................... 40 6. CRONOGRAMA DE ACTIVIDADES ........................................................................... 42 7.1. ANALISIS DEL ESTADO DEL ARTE ......................................................................... 43 7.2. DISEÑO DE LAS MECÁNICAS Y CONCEPTOS DEL JUEGO ................................. 49 7.3. DESARROLLO DEL PROTOTIPO .............................................................................. 60 7.4. ANÁLISIS DE LAS ENCUESTAS REALIZADAS A QUIENES PROBARON EL PROTOTIPO ........................................................................................................................ 73 8. CONCLUSIONES ......................................................................................................... 85 9. RECOMENDACIONES ................................................................................................ 87 10. BIBLIOGRAFÍA ........................................................................................................ 88 ANEXOS .............................................................................................................................. 94PregradoChemistry is one of the most fundamental knowledge areas, being part of our days, finding it in different daily use objects like cellphones or cleaning products. Unfortunately is one of the most difficult areas for middle and high school students because of its dense theoretical component, being the second most required subject for tutorials. Furthermore, technology and software, in general, have become part of people's life, using it for practically everything, for example, to facilitate the education, pedagogy and academic concepts training. 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