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...
- 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 |
dc.type.redcol.none.fl_str_mv |
http://purl.org/redcol/resource_type/TP |
format |
http://purl.org/coar/resource_type/c_7a1f |
dc.identifier.uri.none.fl_str_mv |
http://hdl.handle.net/20.500.12749/12051 |
dc.identifier.instname.spa.fl_str_mv |
instname:Universidad Autónoma de Bucaramanga - UNAB |
dc.identifier.reponame.spa.fl_str_mv |
reponame:Repositorio Institucional UNAB |
dc.identifier.repourl.spa.fl_str_mv |
repourl:https://repository.unab.edu.co |
url |
http://hdl.handle.net/20.500.12749/12051 |
identifier_str_mv |
instname:Universidad Autónoma de Bucaramanga - UNAB reponame:Repositorio Institucional UNAB repourl:https://repository.unab.edu.co |
dc.language.iso.spa.fl_str_mv |
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language |
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dc.relation.references.spa.fl_str_mv |
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Retrieved from Chemicool: https://www.chemicool.com/definition/compound.html Cheng, M.-T., Chen, J.-H., Chu, S.-J., & Chen, S.-Y. (2015). The use of serious games in science education: a review of selected empirical research from 2002 to 2013. Journal of Computers in Education, 353-375. Computer Hope. (2019, Junio 30). Computer Hope. Retrieved from Computer Hope: https://www.computerhope.com/jargon/g/gamepad.htm cryptos. (2016). Steemit. Retrieved from Steemit: https://steemit.com/printing-3d/@cryptos/hot-to-easily-get-smoother-3d-models-of-pokemons-with-blender-for-3d-printin Dakinedi, A. (2018, Mayo 20). Medium. Retrieved from Medium: https://medium.com/super-jump/top-5-best-video-game-uis-db941d6a9357 Dictionary. (2020). Dictionary. Retrieved from Dictionary: https://www.dictionary.com/browse/first-person-shooter Duffy, J. (2007, Agosto 20). Game Career Guide. Retrieved from Game Career Guide: https://www.gamecareerguide.com/features/411/game_design_an_introduction.php Edwards, B. I., Bielawsky, K. S., Prada, R., & Cheok, A. D. (2018). Haptic virtual reality and inmersive learning for enhanced organic chemistry instruction. Virtual Reality, 1-18. Edwards, B. I., Bielawsky, K., Prada, R., & Cheok, A. D. (2018). Haptic virtual reality and immersive learning for enhanced organic chemistry instruction. Virtual Reality, 1-11. Gabunilas, L., Adlao, E., Burns, K., Chiu, J., & Sanchez, S. (2018). UTILIZING PORTABLE VIRTUAL REALITY IN TEACHING CHEMISTRY. Science International, 263-266. Game Designing. (2019). Game Designing. Retrieved from Game Designing: https://www.gamedesigning.org/video-game-development Games, L. B. (2019). itch.io. Retrieved from itchi.io: https://lazy-brain-games.itch.io/hanna-barera-sfx5-lazy-brain-games-edition Games, S. (n.d.). Schell Games. (Schell Games) Retrieved Abri 21, 2020, from https://www.schellgames.com/games/hololab-champions GeekBuying. (2020). GeekBuying. 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Retrieved from Gamasutra: https://www.gamasutra.com/view/feature/132423/beyond_pacing_games_arent_.php?page=2 Wikipedia. (2020). Wikipedia. Retrieved from Wikipedia: https://en.wikipedia.org/wiki/Kirby%27s_Adventure Wikipedia. (2020). Wikipedia. Retrieved from Wikipedia: https://es.wikipedia.org/wiki/Propilenglicol Wikipedia. (2020). Wikipedia. Retrieved from Wikipedia: https://es.wikipedia.org/wiki/IMovie Wikipedia. (n.d.). Wikipedia. (Wikipedia) Retrieved Abril 21, 2020, from https://en.wikipedia.org/wiki/Mega_Man_Legends_2 Willings, A. (2018, Mayo 1). Pocket-lint. Retrieved from Pocket-lint: https://www.pocket-lint.com/es-es/ra-y-rv/analisis/144317-oculus-go-revisa-las-especificaciones-de-precio-de-los-auriculares-inalambricos-vr-independientes-y-mas Wong, R. (2018, Mayo 1). Mashable. Retrieved from Mashable: https://mashable.com/article/oculus-go-review/ WordPress. (2014, Octubre 9). WordPress. Retrieved from WordPress: https://aproximatelytoomanygames.wordpress.com/2014/10/09/megaman-2-ps1/ Zachtronics. (2019, Noviembre 19). Steam. Retrieved from Steam: https://store.steampowered.com/app/1168880/MOLEKSYNTEZ/ Zita, A. (2019, Agosto 19). TodaMateria. Retrieved from TodaMateria: https://www.todamateria.com/que-es-software/ |
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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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