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Presentation eq1

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IT SERVICE DESIGN Matricula Nombre CVU A01319849 Julieta Alejandra Sánchez Olivo 664600 A01013513 Marisol Mendoza Mouriño 609053 A01681692 José Alfredo Pólito Delgado 722861 A01318550 Raymond Aristyl 574178 A01681301 Edher Domínguez Hernández 721623 TEAM 1 FINAL PROJECT
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IT SERVICE DESIGN

Matricula Nombre CVU

A01319849 Julieta Alejandra Sánchez Olivo 664600

A01013513 Marisol Mendoza Mouriño 609053

A01681692 José Alfredo Pólito Delgado 722861

A01318550 Raymond Aristyl 574178

A01681301 Edher Domínguez Hernández 721623

TEAM 1

FINAL PROJECT

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TOPICS

I. INTRODUCTION

II. IDENTIFICATION OF NEEDS

III. CURRENT SOLUTIONS (STATE OF ART)

IV. PROPOSAL – INNOVATION PROTOCOL

V. NEW SOLUTION DESIGN

VI.CONCLUSION

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INTRODUCTION1. GOAL

Analyze and identify some of the mainproblems of our society

Develop an innovative solution to the to thesolutions

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INTRODUCTION2. SCOPE

Interact with IT institutions and groups from thecivil society to determine the social need

Propose an IT-based solution that can help

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INTRODUCTION3. PLANNING & RESPONSIBLE

Responsible Roles

Julieta Alejandra Sánchez Olivo Coordinator

Marisol Mendoza Mouriño Designer

José Alfredo Pólito Delgado Designer / Analyst

Raymond Aristyl Team Leader

Edher Domínguez Hernández Project Leader

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IDENTIFICATION OF NEEDS• In order to identify the needs, among the group, we

chose each other 3 topics and voted. After voting, wekept:

Education Environment Poverty

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IDENTIFICATION OF NEEDS

After discussing a lot about these three topics,we decided to get focus on “education”because all environment and poverty issuesare, in some way, related to Education.

« L'éducation est pour l'enfance ce qu'est l'eau pour une plante»La Rochefoucauld-Doudeauville, 1861

EDUCATION

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STATE OF ART

Beside the differences that can be had in theeducational system of each region or country,education is the foundation of each nation.

With the rapid evolution and accelerated diffusion ofnew technologies in the world, now it’s time forinformation technology-based education to be themeans to access the higher education center regardlessof the place where we are in the world.

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STATE OF ART

EMPIRICAL SOLUTIONS

Experiences-based education

Education at home

Self-education

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STATE OF ARTCOMMERCIAL SOLUTIONS

• iSchool

Currently in the market there a lot of solutions that havebeen applied in countries where education presents abig gap between socioeconomic such as:

• One Laptop per Child

• Youth for Technology Foundation

• Youth learning • Kio Kit

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We decided to choose the Platform Interactive Learningbecause, actually, it is one of the main trending used oneducation. Furthermore, nowadays, kids and adults arevery familiar using the technology and it providesseveral benefits as education method.

IDEATION

The possible improvements would start tracking all thecontents and what content the users are reading withvarious analytics and engagement tools like CleverTap,a Mobile App Analytics, User Engagement Platform.

PROPOSAL – INNOVATION PROTOCOL

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BRAINSTORM

PROPOSAL – INNOVATION PROTOCOL

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HYPE-CYCLES Consumer Devices and Mobile Apps: Mobile Learning

This technology is necessary for the development of any smartlearning application

Software as a Service: Business AnalyticsIn terms of learning analytics or educational data-mining, the growingexternalization of learning activity, is driven by the increasedattention to online learning.

Education: Adaptive LearningThis is an educational method which uses computers as interactiveteaching devices

PROPOSAL – INNOVATION PROTOCOL

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MEGATRENDS

Technological Megatrend: Mixed Reality Merges real world and virtual worlds to produce a new

environment where physical and digital objects can coexistand interact

Social Megatrend: Personalized, Universal and Lifetime Education

Provide more equitable education, bring mayor flexibility intheir access, independent of time and space, and base it onthe development of capacities for adaptation

PROPOSAL – INNOVATION PROTOCOL

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TREND BRIEFINGS Educational Trend: Crehana

• It’s a platform for online courses and it aims to be theSpotify of creative training

• It's also an excellent platform for those who want to sharetheir knowledge by teaching courses

PROPOSAL – INNOVATION PROTOCOL

TECHNOLOGICAL TRENDS Social Networks for Education

• Social media is integrating very rapidly into universitylife, acting as training platforms or as tools toarticulate educational communities

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PROPOSAL – INNOVATION PROTOCOLMIND MAP

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PROPOSAL – INNOVATION PROTOCOLTOP INNOVATIVE IDEAS

Social Environmental Sustainability

Adaptivelearning

• Make social networks a space for interdisciplinary knowledge exchange.

• Improve learning algorithms withdifferent subject inputs to expandconnections/ideas.

• Learning must adapt to social and even political environment, depending on the location.

• Rapidly changing countries or cities must provide higher rates of fact and rule inputs for fastest learning.

• Adaptation must growaccording to changing needs.

• Generated knowledge is amedium for generating income(naturally and sociallycontrolled).

Socialnetworkseducation

• Society has an impact on what theirpopulation learns.

• Communication inside and outsidecampuses (virtual or not) must be openand analyzed for integration intogeneral focused knowledge.

• Virtual social environmentsfavor information and goodinterchange, reducing realcommuting and wastegeneration.

• Constant social input into thelearning system helps it growand develop outside plannedpatterns.

Mixedreality

• Safe environments for social interaction. • Lessen impact of realexploration and experimentsinto natural systems.

• Cost decrease, better profit.

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NEW SOLUTION DESIGN

Student registrationCourse selection Course interaction

Student /

Teacher interaction

Platform

content update

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NEW SOLUTION DESIGNARCHITECTUREThe architecture that we will implement for our learning platform is a SolutionArchitecture with RESTful Private Mobile Services or Mobile Cloud Services, inwhich the Cloud can be a private Cloud or any public Cloud such as AmazonCloud, Google Cloud or Microsoft Cloud.

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CONCLUSIONS

This Platform Interactive Learning aims to helpeverybody in general but rural society in particular forbeing the most marginalized community.

It can be used by local and central governments andnon-governmental organizations as a means to assist inthe education of any people

The technology provides us an unprecedented scenarioto grant students of every level the most convenienttools to ensure the growing of their knowledge. Wehave to take advantage of it.

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REFERENCESLinington, D. (2016). Top 10 education apps in Africa. IT News Africa. Retrieved 14 February 2017, from http://www.itnewsafrica.com/2016/02/top-10-education-apps-for-africa/

Matchar, E. (2015). Seven Inspiring Innovations In Education From Around the Globe. Smithsonian. Retrieved 15 February 2017, from http://www.smithsonianmag.com/innovation/seven-inspiring-innovations-in-education-from-around-the-globe-180955484/

Sagitova, R. (2014). Students’ self-education: learning to learn across the lifespan. Procedia-Social and Behavioral Sciences, 152, 272-277. Retrieved Feb 13, 2017 from http://www.sciencedirect.com/science/article/pii/S1877042814052616

THE COMPETITIVENESS INSTITUTE 2008. 3er CONGRESO LATINOAMERICANO DE CLUSTERS CHIHUAHUA 2008. Chihuahua, Chihuahua. Recuperado de http://www.tci-network.org/uploads/media/News/0001/02/58b643545599df7df47a1fb66a466a96a74691ea.pdf el 5 de febrero de 2017.

Transforming the learning of one billion children. (n.d.). in One Million org. Retrieved 14 February 2017, from https://onebillion.org/

WISE,. (2016). Ideas Box. www.wise-qatar.org. Retrieved 15 February 2017, from http://www.wise-qatar.org/ideas-box-france

Youth Learning. (n.d.). in Youth for Technology Foundation. Retrieved 14 February 2017 from http://www.dell.com/learn/us/en/uscorp1/power-possible-learning?s=corp

Mateu, J. (2015). Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit. Retrieved 19 February 2017, from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4610584/

Pratham Virtual Open Schools. (n.d). Programmes. Retrieved 17 February 2017, from http://www.pratham.org/programmes/pvos

Sagitova, R. (2014). Students’ self-education: learning to learn across the lifespan. Procedia-Social and Behavioral Sciences, 152, 272-277. Retrieved Feb 13, 2017 from http://www.sciencedirect.com/science/article/pii/S1877042814052616

Sakai. (n.d.). Introducing Sakai. Retrieved 17 February 2017, from https://sakaiproject.org/

Transforming the learning of one billion children. (n.d.). in One Million org. Retrieved 14 February 2017, from https://onebillion.org/

WISE. (2016). Ideas Box. www.wise-qatar.org. Retrieved 15 February 2017, from http://www.wise-qatar.org/ideas-box-france

Youth Learning. (n.d.). in Youth for Technology Foundation. Retrieved 14 February 2017 from http://www.dell.com/learn/us/en/uscorp1/power-possible-learning?s=corp


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