Incorporación de metodologías ágiles y gamificación en cursos de desarrollo de proyectos de software mediante ambientes virtuales de aprendizaje

dc.contributor.advisorMoreno-Cadavid, Julián
dc.contributor.advisorZapata-Jaramillo, Carlos Mario
dc.contributor.authorGómez Jaramillo, Sebastián
dc.contributor.researchgroupGrupo de Investigación en Informática Educativa Guiamespa
dc.date.accessioned2022-08-11T19:43:37Z
dc.date.available2022-08-11T19:43:37Z
dc.date.issued2019
dc.descriptionilustraciones, diagramas, tablasspa
dc.description.abstractDebido al crecimiento en el uso de los métodos ágiles dentro de la industria del software, surge como interrogante la viabilidad de su uso, no solo para procesos de producción, sino también de formación mediante una integración curricular. Esto se debe que aunque las empresas cada vez están requiriendo un mayor número de personal cualificado, es menor el número de estudiantes que ingresan a carreras del área informática. Considerando este panorama, en esta tesis de doctorado se propone una relación entre los métodos ágiles y el aprendizaje basado en proyectos, mediante la enseñanza de los métodos ágiles aplicados en el desarrollo de un proyecto real de software. Sumado a lo anterior, se utilizan estrategias de ludificación para ayudar a la motivación y compromiso de parte de los estudiantes. Se desarrollaron dos casos de estudio para validar el modelo, el primero aplicando la metodología basada en proyectos ágiles, y el segundo en un curso masivo en línea incluyendo elementos de ludificación en un ambiente virtual de aprendizaje. Los resultados de ambas validaciones fueron positivas, tanto desde la percepción favorable de los estudiantes, en la calidad de los proyectos entregados y en la alta interacción con el ambiente virtual y los elementos de ludificación. Esta Tesis genera un aporte de nuevo conocimiento al relacionar métodos ágiles como estrategia para la enseñanza de un lenguaje de desarrollo, fomentando el aprendizaje de ambos a través de un entorno que simula un ambiente de desarrollo real. Asimismo, genera una estrategia de formación masiva ludificada que permite la generación de talento humano cualificado en nuevas tecnologías según la demanda de la industria. (Texto tomado de la fuente)spa
dc.description.abstractDue to the growth on the use of agile methods within the software industry, the viability of its use arises as a question, not only for production processes, but also for training through a curricular integration. Although companies are increasingly requiring a greater number of qualified personnel, the number of students entering IT careers is lower. This PhD thesis proposes a relationship between agile methodologies and project-based learning, by teaching the agile methods applied in the development of a real software project. In addition to the above, gamification strategies are used to help motivation and engagement in the students. Two case studies were developed to validate the model, the first applying the methodology based on agile projects, and the second in a massive online course including elements of gamification in a virtual learning environment. Both validation results were positive, from the favorable perception of the students, in the quality of the projects delivered and in the high interaction with the virtual environment and the gamification elements. This PhD Thesis generates a contribution of new knowledge by relating agile methods as a strategy for teaching a development language, promoting the learning of both through a real development environment. Also, it generates a massive training strategy that allows qualified human talent in new technologies according to the demand of the industry.eng
dc.description.curricularareaÁrea Curricular de Ingeniería de Sistemas e Informáticaspa
dc.description.degreelevelDoctoradospa
dc.description.degreenameDoctor en Ingenieríaspa
dc.description.researchareaInformática educativaspa
dc.format.extentxviii, 127 páginasspa
dc.format.mimetypeapplication/pdfspa
dc.identifier.instnameUniversidad Nacional de Colombiaspa
dc.identifier.reponameRepositorio Institucional Universidad Nacional de Colombiaspa
dc.identifier.repourlhttps://repositorio.unal.edu.co/spa
dc.identifier.urihttps://repositorio.unal.edu.co/handle/unal/81852
dc.language.isospaspa
dc.publisherUniversidad Nacional de Colombiaspa
dc.publisher.branchUniversidad Nacional de Colombia - Sede Medellínspa
dc.publisher.departmentDepartamento de la Computación y la Decisiónspa
dc.publisher.facultyFacultad de Minasspa
dc.publisher.placeMedellín, Colombiaspa
dc.publisher.programMedellín - Minas - Doctorado en Ingeniería - Sistemasspa
dc.relation.referencesAlami, D., & Dalpiaz, F. (2017). A Gamified Tutorial for Learning about Security Requirements Engineering. In 2017 IEEE 25th International Requirements Engineering Conference (pp. 418–423). https://doi.org/10.1109/RE.2017.67spa
dc.relation.referencesAnderson, P. E., Turner, C., Dierksheide, J., & Mccauley, R. (2014). An Extensible Online Environment for Teaching Data Science Concepts through Gamification. Frontiers in Eduction (FIE) 2014. https://doi.org/10.1109/FIE.2014.7044205spa
dc.relation.referencesAzmi, S., Ahmad, N., Iahad, N., & Fadhil Yusof, A. (2017). Promoting Students ’ Engagement In Learning Programming Through Gamification In Peer-Review Discussion Forum. Research and Innovation in Information Systems (ICRIIS).spa
dc.relation.referencesAzmi, S., Iahad, N. A., & Ahmad, N. (2016). Attracting Students ’ Engagement in Programming Courses with Gamification. In 2016 IEEE Conference on e-Learning, e-Management and e-Services (IC3e) Attracting (pp. 112–115).spa
dc.relation.referencesBarata, G., Gama, S., Jorge, J., & Gonçalves, D. (2015). Gamification for smarter learning: tales from the trenches. Smart Learning Environments, 2(1), 10. https://doi.org/10.1186/s40561-015-0017-8spa
dc.relation.referencesBartel, A., & Hagel, G. (2016). Gamifying the Learning of Design Patterns in Software Engineering Education. Global Engineering Education Conference (EDUCON), (01), 74–79.spa
dc.relation.referencesBeck, K., Beedle, M., Van Bennekum, A., Cockburn, A., Cunningham, W., Fowler, M., … Thomas, D. (2001). Manifesto for Agile Software Development, 2–3. Retrieved from https://www.researchgate.net/file.PostFileLoader.html?id=57d055b593553b11467ddd59&assetKey=AS%3A403742915612673%401473271220194spa
dc.relation.referencesBeltran, J., Sanchez, H., & Rico, M. (2016). Incrementar la motivación en el aprendizaje de Fundamentos de Programación Java usando Moodle Gamificado Increase motivation in learning Java Programming. Information Systems and Technologies (CISTI), 2016 11th Iberian Conference.spa
dc.relation.referencesBendix, L., Magnusson, B., & Hedin, G. (2008). Teaching Software Development Using Extreme Programming. Teaching of Programming, 166–189.spa
dc.relation.referencesBerkling, K., & Thomas, C. (2013). Gamification of a software engineering course and a detailed analysis of the factors that lead to it’s failure. 2013 International Conference on Interactive Collaborative Learning, ICL 2013, (September), 525–530. https://doi.org/10.1109/ICL.2013.6644642spa
dc.relation.referencesBoehm, B. (2002). Get Ready for Agile Methods, with Care. Computer, 35(1), 64–69. Retrieved from http://www.agilealliance.orgspa
dc.relation.referencesBrailovsky, D. (2016). Didáctica en clave pedagógica. Buenos Aires: Ediciones Novedades Educativas.spa
dc.relation.referencesBunse, C., Feldmann, R., & Dörr, J. (2004). Agile methods in software engineering education. Extreme Programming and Agile Processes in Software Engineering, 284–293. Retrieved from http://www.springerlink.com/index/E0D5RPYLHFFF0N30.pdfspa
dc.relation.referencesBureau of Labor Statistics. (2016). Occupational projections and worker characteristics : U.S. Bureau of Labor Statistics. Retrieved from https://www.bls.gov/emp/tables/occupational-projections-and-characteristics.htmspa
dc.relation.referencesBureau of Labor Statistics. (2019). Computer and Information Technology Occupations : Occupational Outlook Handbook: : U.S. Bureau of Labor Statistics. Retrieved from https://www.bls.gov/ooh/computer-and-information-technology/home.htmspa
dc.relation.referencesButler, S., & Ahmed, D. T. (2016). Gamification to Engage and Motivate Students to Achieve Computer Science Learning Goals. 2016 International Conference on Computational Science and Computational Intelligence Gamification, 237–240. https://doi.org/10.1109/CSCI.2016.52spa
dc.relation.referencesCabezas, I. (2015). On combining gamification theory and ABET criteria for teaching and learning engineering. Frontiers in Education Conference (FIE), 2015. 32614 2015. IEEE, 1–9. https://doi.org/10.1109/FIE.2015.7344111spa
dc.relation.referencesCapgemini, Sogeti, & Hp. (2014). World Quality Report 2013-14, 1–64.spa
dc.relation.referencesCCIT. (2013). El sector TIC: la nueva locomotora de la economía colombiana. Bogotá: Cámara Colombiana de Informática y Telecomunicaciones.spa
dc.relation.referencesCharles, T., Bustard, D., & Black, M. (2011). Experiences of Promoting Student Engagement Through Game-Enhanced Learning. In Serious Games and Edutainment Applications. https://doi.org/10.1007/978-1-4471-2161-9spa
dc.relation.referencesChickering, A., & Gamson, Z. F. (1987). Seven principles for good practice in undergraduate education. AAHE Bulletin, 3, 7.spa
dc.relation.referencesCubric, M. (2013). An agile method for teaching agile in business schools. International Journal of Management Education, 11(3), 119–131. https://doi.org/10.1016/j.ijme.2013.10.001spa
dc.relation.referencesde-Marcos, L., García-López, E., García-Cabot, A., Medina-Merodio, J.-A., Domínguez, A., Martínez-Herráiz, J.-J., & Diez-Folledo, T. (2016). Social network analysis of a gamified e-learning course: Small-world phenomenon and network metrics as predictors of academic performance. Computers in Human Behavior, 60, 312–321. https://doi.org/10.1016/j.chb.2016.02.052spa
dc.relation.referencesDel Bianco, V., & Sassaroli, G. (2003). Agile teaching of an agile software process. Proceedings of the 4th International Conference on Extreme Programming and Agile Processes in Software Engineering, 402–405. https://doi.org/10.1007/3-540-44870-5_61spa
dc.relation.referencesDiniz, G., Graciotto, M., Gerosa, M., & Steinmacher, I. (2017). Using Gamification to Orient and Motivate Students to Contribute to OSS projects. In 2017 IEEE/ACM 10th International Workshop on Cooperative and Human Aspects of Software Engineering (CHASE) (pp. 36–42). https://doi.org/10.1109/CHASE.2017.7spa
dc.relation.referencesEscanés, G., Herrero, V., Merlino, A., & Ayllon, S. (2014). Deserción en educación a distancia : factores asociados a la elección de modalidad como desencadenantes del abandono universitario Dropout in distance education : factors associated with choice of modality as the dropout conditions. Virtualidad, Educación y Ciencia, 9, 45–55.spa
dc.relation.referencesFedesoft. (2017). Brecha Talento Humano nivel profesional: Gráfico 2. Brecha talento humano nivel profesional Tabla 1. Brecha profesionales TI anual. Retrieved from https://www.observatorioti.gov.co/uploads/files/62_7b242d5a-7013-41b2-b354-bc9cb624b2fd.pdfspa
dc.relation.referencesFenstermacher, G., & Soltis, J. (1998). ENFOQUES DE LA ENSEÑANZA. Buenos Aires: Amorrurtu editores. Retrieved from http://www.psi.uba.ar/academica/carrerasdegrado/profesorado/sitios_catedras/902_didactica_general/material/biblioteca_digital/fenstermacher-soltis_2_unidad_1.pdfspa
dc.relation.referencesGarcía-lópez, E., & García-cabot, A. (2017). Data in Brief Dataset on the learning performance of ECDL digital skills of undergraduate students for comparing educational gaming , gami fi cation and social networking $. Data in Brief, 11, 155–158. https://doi.org/10.1016/j.dib.2017.01.017spa
dc.relation.referencesGomes Fernandes, P., & Correa da Silva, C. (2017). Game elements in a software engineering study group : a case study. 2017 IEEE/ACM 39th International Conference on Software Engineering: Software Engineering Education and Training Track, 160–169. https://doi.org/10.1109/ICSE-SEET.2017.8spa
dc.relation.referencesGomez-Zermeno, M. G., & Aleman De La Garza, L. (2016). Research analysis on mooc course dropout and retention rates. Turkish Online Journal of Distance Education, 17(2), 3–14. https://doi.org/10.17718/tojde.23429spa
dc.relation.referencesGómez Alvarez, M. C., Gasca-hurtado, G. P., Calvo-Manzano, J. A., & San Feliu Guilabert, T. (2014). Diseño de un instrumento pedagógico para la enseñanza de la mejora de procesos software. In 9th Iberian Conference on Information Systems and Technologies (CISTI) (pp. 1–7). https://doi.org/10.1109/CISTI.2014.6876873spa
dc.relation.referencesGómez Jaramillo, S., & Moreno Cadavid, J. (2016). Selection of collaborative learning techniques using Bloom ’ s taxonomy. Communications in Computer and Information Science, (606), 1–12.spa
dc.relation.referencesHew, K. F., Huang, B., Wah, K., Chu, S., & Chiu, D. K. W. (2016). Engaging Asian students through game mechanics : Findings from two experiment studies. Computers & Education, 92–93, 221–236. https://doi.org/10.1016/j.compedu.2015.10.010spa
dc.relation.referencesHoussaye, J. (1989). Théorie et pratiques de l’éducation. Revue Française de Pédagogie, 88, 101–103.spa
dc.relation.referencesIbanez, M.-B., Di-Serio, A., & Delgado-Kloos, C. (2014). Gamification for Engaging Computer Science Students in Learning Activities: A Case Study. IEEE Transactions on Learning Technologies, 7(3), 291–301. https://doi.org/10.1109/TLT.2014.2329293spa
dc.relation.referencesIsaac, J., & Babu, S. (2016). Supporting Computational Thinking through Gamification. 3D User Interfaces (3DUI), 245–246.spa
dc.relation.referencesJohnson, L., Becker, S., Estrada, V., & Freeman, A. (2014). NMC Horizon Report: 2014 Higher Education. Austin, Texas: The New Media Consortium. https://doi.org/10.1086/529497spa
dc.relation.referencesKim, E., Rothrock, L., & Freivalds, A. (2016). The Effects of Gamification on Engineering Lab Activities. Frontiers in Education Conference (FIE).spa
dc.relation.referencesKitchenham, B., & Ebse, C. (2007). Guidelines for performing Systematic Literature Reviews in Software Engineering Executive summary. Keele University and Durham University Joint Report.spa
dc.relation.referencesKrathwohl, D. R. (2002). A Revision of Bloom ’ s Taxonomy : An Overview, 41(4).spa
dc.relation.referencesLembo, D., & Vacca, M. (2012). Project Based Learning + Agile Instructional Design = EXtreme Programming based Instructional Design Methodology for Collaborative Teaching. Technical Report N., 1–24.spa
dc.relation.referencesMaia, R. F., & Graeml, F. R. (2015). Playing and learning with gamification : an in-class concurrent and distributed programming activity. Frontiers in Education Conference (FIE).spa
dc.relation.referencesMarasco, E., Behjat, L., Eggermont, M., Rosehart, W., Moshirpour, M., & Hugo, R. (2016). Using Gamification for Engagement and Learning in Electrical and Computer Engineering Classrooms. Frontiers in Education Conference (FIE), 31–34.spa
dc.relation.referencesMartí, J., Heydrich, M., & Rojas, M. (2010). Aprendizaje basdo en proyectos: una experiencia de innovación docente. Revista Universidad EAFIT, 46, 11–21.spa
dc.relation.referencesMartínez Valcárcel, N. (2004). Los modelos de enseñanza y la práctica de aula. Retrieved from https://www.um.es/docencia/nicolas/menu/publicaciones/propias/docs/enciclopediadidacticarev/modelos.pdfspa
dc.relation.referencesMcKinney, D., & Froeseth, J. (2004). Agile CS1 Labs: eXtreme Programming Practices in an Introductory Programming Course. Extreme Programming …, 164--174. https://doi.org/10.1007/978-3-540-27777-4_17spa
dc.relation.referencesMelnik, G., & Maurer, F. (2003). LNCS 2753 - Introducing Agile Methods in Learning Environments: Lessons Learned. Lncs, 2753, 172–184. https://doi.org/10.1007/978-3-540-45122-8_20spa
dc.relation.referencesMinisterio de Educación Nacional. (2019). SPADIES - Sistema para la Prevención y Análisis de la Deserción en las Instituciones de Educación Superior. Retrieved from https://spadies3.mineducacion.gov.co/spadiesWeb/#/app/consultas/basicasspa
dc.relation.referencesMinTIC. (2015). Panorama TIC - Comportamiento Sector TIC en Colombia Title. Ministerio de Tecnologías de la Información y las Comunicaciones.spa
dc.relation.referencesMInTIC. (2013). Visión Estratégica del sector de Software y Servicios Asociados. Resumen Ejecutivo. Bogotá: Ministerio de Tecnologías de la Información y la Comunicación.spa
dc.relation.referencesMora, A., Riera, D., Gonzalez, C., & Arnedo-Moreno, J. (2015). A Literature Review of Gamification Design Frameworks. VS-Games 2015 - 7th International Conference on Games and Virtual Worlds for Serious Applications. https://doi.org/10.1109/VS-GAMES.2015.7295760spa
dc.relation.referencesMoreta, L. L., Gamboa, A. C., & Palacios, M. G. (2016). Implementing a Gamified application for a Risk Management Course. Ecuador Technical Chapters Meeting (ETCM).spa
dc.relation.referencesNah, F. F., Zeng, Q., & Telaprolu, V. R. (2014). Gamification of Education : A Review of Literature. Hcib/Hcii 2014, 401–409. https://doi.org/10.1007/978-3-319-07293-7spa
dc.relation.referencesNational Science Foundation. (2018). Science and Engineering Indicators 2018.spa
dc.relation.referencesNicholson, S. (2015). Gamification in Education and Business. Gamification in Education and Business, proposed. https://doi.org/10.1007/978-3-319-10208-5spa
dc.relation.referencesOCDE. (2002). Conocimientos y aptitudes para la vida.spa
dc.relation.referencesPechenkina, E., Laurence, D., Oates, G., Eldridge, D., & Hunter, D. (2017). Using a gamified mobile app to increase student engagement , retention and academic achievement. International Journal of Educational Technology in Higher Education (2017). https://doi.org/10.1186/s41239-017-0069-7spa
dc.relation.referencesPedreira, O., García, F., Brisaboa, N., & Piattini, M. (2015). Gamification in software engineering - A systematic mapping. Information and Software Technology, 57(1), 157–168. https://doi.org/10.1016/j.infsof.2014.08.007spa
dc.relation.referencesPineda-corcho, A. F., & Moreno-Cadavid, J. (2017). Proposal of a gamified virtual learning environment for computer programming courses. Global Engineering Education Conference (EDUCON), (April), 1671–1675.spa
dc.relation.referencesPiteira, M., & Costa, C. J. (2017). Gamification : Conceptual Framework to Online Courses of Learning Computer Programming. Information Systems and Technologies (CISTI), 2017 12th Iberian Conference.spa
dc.relation.referencesQu, W. Q., Zhao, Y. F., Wang, M., & Liu, B. Q. (2014). Research on teaching gamification of software engineering. Proceedings of the 9th International Conference on Computer Science and Education, ICCCSE 2014, (Iccse), 855–860. https://doi.org/10.1109/ICCSE.2014.6926583spa
dc.relation.referencesRawsthorne, P. (2005). Agile Methods of Software Engineering should continue to have an influence over Instructional Design Methodologies, 1–14.spa
dc.relation.referencesRebolledo, S. (2010). Aprendizaje Basado en Proyectos. Innovación y Experiencias Educativas, 26.spa
dc.relation.referencesReitter, D. (2014). Innovative Practices in Teaching Information Sciences and Technology. In Innovative Practices in Teaching Information Sciences and Technology: Experience Reports and Reflections (pp. 53–62). https://doi.org/10.1007/978-3-319-03656-4spa
dc.relation.referencesSch, U. (2017). Training Scrum with Gamification Lessons learned after two teaching periods. Global Engineering Education Conference (EDUCON), (April), 754–761.spa
dc.relation.referencesSillaots, M. (2014). Gamification of higher education by the example of course of research methods. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 8613 LNCS, 106–115. https://doi.org/10.1007/978-3-319-09635-3_11spa
dc.relation.referencesSoledad, C., González, G., & Carreño, A. M. (2014). Methodological proposal for Gamification in the Computer Engineering Teaching. Computers in Education (SIIE), (2013), 29–34.spa
dc.relation.referencesSprint, G., & Cook, D. (2015). Enhancing the CS1 Student Experience with Gamification. In 5th IEEE Integrated STEM Conference (2015) Enhancing (pp. 94–99).spa
dc.relation.referencesŠpundak, M. (2014). Mixed Agile/Traditional Project Management Methodology – Reality or Illusion? Procedia - Social and Behavioral Sciences, 119, 939–948. https://doi.org/10.1016/j.sbspro.2014.03.105spa
dc.relation.referencesStewart, J., & Cusatis, C. De. (2009). Evaluating Agile Principles in Active and Cooperative Learning. … of Student-Faculty …. Retrieved from http://csis.pace.edu/~ctappert/srd2009/b3.pdfspa
dc.relation.referencesTwidale, M. B., & Nichols, D. M. (2013). Agile methods for agile universities. Re-Imagining the Creative University for the 21st Century, 27–48. https://doi.org/10.1007/978-94-6209-458-2spa
dc.relation.referencesUskov, V. L., & Sekar, B. (2014). Gamification of Software Engineering Curriculum. In 2014 IEEE Frontiers in Education Conference (FIE) Proceedings (pp. 1–8).spa
dc.relation.referencesUyaguari, F., Intriago, M., & Salazar Jacome, E. (2015). Gamification Proposal for a Software Engineering Risk Managemente Course. In New Contributions in Information Systems and Technologies, Advances in Intelligent Systems and Computing (Vol. 353, pp. III–IV). https://doi.org/10.1007/978-3-319-16486-1spa
dc.relation.referencesVersionOne. (2016). Executive Summary. 10th Annual State of Agile Report, 1–16. https://doi.org/10.1093/jicru/ndl025spa
dc.relation.referencesWai Chun, A. H. (2004). The agile teaching/learning methodology and its e-Learning platform. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 3143, 11–18. https://doi.org/10.1007/b98796spa
dc.relation.referencesWerbach, K., & Hunter, D. (2012). For the Win. Philadelphia: Wharton Digital Press.spa
dc.relation.referencesZapater, M., Malagón, P., De Goyeneche, J. M., & Moya, J. M. (2013). Project-based learning and agile methodologies in electronic courses: Effect of student population and open Issues. Electronics, 17(2), 82–88. https://doi.org/10.7251/ELS1317082Zspa
dc.rights.accessrightsinfo:eu-repo/semantics/openAccessspa
dc.rights.licenseReconocimiento 4.0 Internacionalspa
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/spa
dc.subject.ddc000 - Ciencias de la computación, información y obras generalesspa
dc.subject.ddc370 - Educación::378 - Educación superior (Educación terciaria)spa
dc.subject.lembEducational method
dc.subject.lembMétodos de enseñanza
dc.subject.otherInformática educativa
dc.subject.proposalLudificaciónspa
dc.subject.proposalAprendizaje basado en proyectosspa
dc.subject.proposalMétodos ágilesspa
dc.subject.proposalGamificationeng
dc.subject.proposalBased project learningeng
dc.subject.proposalAgilismeng
dc.titleIncorporación de metodologías ágiles y gamificación en cursos de desarrollo de proyectos de software mediante ambientes virtuales de aprendizajespa
dc.title.translatedIncorporation of agile methodologies and gamification in software project development courses through virtual learning environmentseng
dc.typeTrabajo de grado - Doctoradospa
dc.type.coarhttp://purl.org/coar/resource_type/c_db06spa
dc.type.coarversionhttp://purl.org/coar/version/c_ab4af688f83e57aaspa
dc.type.contentTextspa
dc.type.driverinfo:eu-repo/semantics/doctoralThesisspa
dc.type.redcolhttp://purl.org/redcol/resource_type/TDspa
dc.type.versioninfo:eu-repo/semantics/acceptedVersionspa
dcterms.audience.professionaldevelopmentEstudiantesspa
dcterms.audience.professionaldevelopmentInvestigadoresspa
dcterms.audience.professionaldevelopmentMaestrosspa
oaire.accessrightshttp://purl.org/coar/access_right/c_abf2spa

Archivos

Bloque original

Mostrando 1 - 1 de 1
Cargando...
Miniatura
Nombre:
1128270983.2019.pdf
Tamaño:
3.04 MB
Formato:
Adobe Portable Document Format
Descripción:
Tesis Doctorado en Ingeniería-Sistema e Informática

Bloque de licencias

Mostrando 1 - 1 de 1
No hay miniatura disponible
Nombre:
license.txt
Tamaño:
3.98 KB
Formato:
Item-specific license agreed upon to submission
Descripción: