Pregrado Ingeniería de Sistemas
URI permanente para esta colecciónhttp://hdl.handle.net/11634/192
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Ítem Software multiplataforma para la empresa Crediautos Colombia(Universidad Santo Tomás, 2024-12-18) Sierra Riveros, Brayan Snader; Contreras Ortiz, Martha Susana; Universidad Santo TomásÍtem Analysis of Studies on the Extraction of Materials from Biosolids Through Bibliometric Networks(Universidad Santo Tomás, 2025-01-28) Hernandez Ramirez, Hugo Emmanuel; Contreras Ortiz, Martha Susana; Mendoza Moreno, Juan FranciscoThis study presents a literature review on the extraction of materials from biosolids, utilizing bibliometric tools to identify the most significant findings in this field. A database of documents was compiled from Scopus, and data analysis was conducted using VOSviewer, enabling the visualization of clusters and density maps related to scientific research on this topic. Subsequently, the database was uploaded to ScientoPy to identify key articles within each cluster and analyze the interrelations between these clusters. The main objective of the study was to evaluate the developed methods, identified gaps, and techniques, as well as to analyze potential future works for the extraction of materials from biosolids, with a particular focus on the application of engineering techniques in this area.Ítem Aplicativo móvil para la gestión de ventas de la licorera La Tertulia(Universidad Santo Tomás, 2024-07-17) Jiménez Cruz, Julián Camilo; Pinzón Torres, Rafael Leonardo; Puerto Moreno, Sergio Arley; Universidad Santo TomásThe "Sales Management La Tertulia" project aims to develop an easy-to-use and efficient application for managing sales at the La Tertulia liquor store. The tool will allow employees to quickly record sales transactions.Ítem Internet de las Cosas: Sistemas de Autenticación en la Domótica(Universidad Santo Tomás, 2025-01-23) Fernández Rodríguez, Nicolás; Contreras Ortiz, Marta Susana; Universidad Santo TomásÍtem Juego educativo para enseñar variables en programación a primeros semestres de Ingeniería(Universidad Santo Tomás, 2025-01-23) Neira Martinez, Juan David; Mendoza Moreno, Juan Francisco; Universidad Santo TomasThe development of basic programming skills is an increasingly necessary skill in the digital age. However, teaching abstract concepts such as variables can be daunting for many students. To face this challenge, an application has been developed using the Unity video game engine, which integrates gamification elements into the learning process through a shooting game. In this game, students must complete different programming tests while facing and eliminating enemies. This approach seeks to make learning programming concepts such as variables, control structures, and functions more engaging and effective. Recently tested by students, the game has received positive feedback about its effectiveness and entertainment. Improvements have been suggested such as including more weapons, enemies, interaction levels, and special powers such as stopping time or temporarily increasing speed. It was also proposed to optimize the experience by eliminating sensitivity to capital letters and accents in responses. The study's findings highlight the potential of this tool as a valuable resource for large-scale education, offering a new direction for teaching programming in the digital age.Ítem Experiencias en la Creación de una Startup de Soluciones de Software Orientadas a la Gamificación, y Participación en Empresas Internacionales del Sector Informático: Análisis y Reflexiones.(Universidad Santo Tomás, 2024-06-27) Argüelles Ardila, Juan Camilo; Vela Beltrán, Diego Alejandro; Universidad Santo TomásThis study investigates the creation and development of a software startup focused on gamification, comparing it with international experiences to explore how internal processes influence their implementation and success. Using a qualitative approach, specific case studies are analyzed to better understand the integration of playful elements in software processes and their impact on user experience and business performance, both nationally and globally. The research delves into how Colombian technology startups adopt gamification and how these internal processes facilitate or restrict their ability to innovate and compete in the international market. Through interviews and document analysis, the study provides a detailed perspective on current gamification strategies, identifying the unique challenges and opportunities these companies face in the Colombian context compared to their international counterparts. The study aims to offer practical recommendations on how internal processes in software startups can be optimized to more effectively support innovation and growth in the technology sector. Additionally, it seeks to contribute to the debate on the effectiveness of gamification as a tool for engagement and productivity enhancement in regulated and culturally diverse environments. The study underscores the importance of a collaborative approach between the technology sector and government entities to foster a more robust and competitive startup ecosystem in Colombia. The intersection of gamification and technology not only offers a pathway for business growth but also represents a strategic opportunity for Colombia to position itself as an innovative leader in the global technological landscape. By optimizing internal processes and promoting policies that support the effective integration of gamification in software development, Colombia can significantly enhance its international competitiveness, attract foreign investment, and generate employment, thus contributing to the country's economic and social development. This study proposes not only an academic analysis but also a roadmap for political and business action that could positively transform the national technology industry.Ítem IA en la Educación Universitaria: Optimizando la experiencia de Enseñanza y Aprendizaje(Universidad Santo Tomás, 2024) Mariño Barreto, Iván Felipe; Contreras Ortiz, Martha Susana; Universidad Santo TomásLa Inteligencia Artificial (IA) ha avanzado considerablemente desde sus inicios en la década de 1950, y hoy en día es una tecnología clave en la transformación de múltiples sectores, incluida la educación. Este artículo explora el impacto de la IA en la educación universitaria, centrándose en cómo puede optimizar la preparación de clases y personalizar el aprendizaje, con especial énfasis en el área de programación. A medida que herramientas como ChatGPT y otras tecnologías se integran en el ámbito educativo, surgen tanto oportunidades como desafíos. La motivación de este estudio proviene de la necesidad de adaptar los métodos de enseñanza a las innovaciones tecnológicas actuales, facilitando que los docentes mejoren la calidad de la enseñanza y que los estudiantes se sientan motivados en su proceso de aprendizaje. Además, se analiza cómo la IA puede contribuir a que los estudiantes desarrollen habilidades de pensamiento crítico. y autonomía. Este trabajo propone integrar la IA de manera responsable, usándola como un aliado que complementa, no sustituyeya, el papel de los educadores. Así, aporta una mirada crítica y constructiva al uso de la IA en la enseñanza.Ítem Desarrollo De Un Laboratorio Virtual Interactivo Para La Enseñanza De Arreglos Y Funciones En Programación Dirigido A Los Primeros Semestres De Ingeniería De Sistemas(Universidad Santo Tomás, 2024) Jimenez Ortega, Edgar Santiago; Santamaría Granados, Luz; Mendoza Moreno, Juan Francisco; Universidad Santo TomásThis project aimed to design and implement an interactive virtual laboratory to facilitate the understanding and practical learning of arrays and functions in programming, fundamental topics in the early semesters of Systems Engineering. The laboratory was developed using modern technological tools, integrating theoretical and practical concepts into a dynamic and intuitive environment. The implemented methodology promoted autonomous and experiential learning, allowing students to interact with practical examples, simulations, and exercises that strengthened their problem-solving skills in computing. The impact of the laboratory was evaluated through academic performance metrics and student motivation, demonstrating its effectiveness in enhancing learning and developing key programming skills. This project significantly contributed to educational quality by promoting the use of innovative technologies to address pedagogical challenges in teaching programming.Ítem Big data e inteligencia artificial, dos herramientas clave en procesos administrativos para instituciones de educación superior(Universidad Santo Tomás) Moreno Cardozo, Santiago Nicolás; Botello Herrera, Antony Reynel; Universidad Santo TomásÍtem Estrategia para la gestión del conocimiento con énfasis en la calidad de software para la Caja de Compensación Familiar de Boyacá.(Universidad Santo Tomás, 2024-11-18) Diaz Silvera, Andres Felipe; Guío Ávila, Henry Alfonso; Universidad Santo TomásThis document presents the implementation of the TOGAF methodology within the Caja de Compensación Familiar de Boyacá (COMFABOY), aimed at improving the quality of its information systems. A problem tree analysis identified critical issues, including inadequate documentation practices, lack of knowledge management, and absence of standardized methodologies. These challenges lead to operational inefficiencies, user dissatisfaction, and difficulties in personnel training. Additionally, thematic clustering is presented, highlighting key concepts such as TOGAF, information systems, technological architecture, and software design. The proposed solution involves a four-phase plan, detailed through a Trello board, which includes initial analysis, methodology selection, functional layer design, and final adjustments. This approach aims to enhance documentation processes and knowledge management, ensuring an effective transition towards enterprise architecture using TOGAF.Ítem Desarrollo de un laboratorio virtual interactivo para la enseñanza de ciclos repetitivos en programación en los primeros semestres de Ingeniería de Sistemas(Universidad Santo Tomás, 2025-01-14) Soler Galindo, Harrizon Alexander; Mendoza Moreno, Juan Francisco; Universidad Santo TomásThis paper describes the design and implementation of Lemulogic, an interactive programming language designed for teaching loops and conditionals to first-semester engineering students at Universidad Santo Tomás. The lab provides a browser-accessible environment that employs a mini-game-like challenge to encourage practice. Key findings highlight an improvement in student learning, with a 17% increase in grades and high levels of student satisfaction. The study concludes that these virtual tools improve learning outcomes and engagement, offering a scalable and innovative approach to programming education, with potential expansions into advanced programming and multiplayer features.Ítem Unity: Una herramienta para despertar la pasión por la programación(Universidad Santo Tomás, 2024) Correa Rivera, Angel Manuel; Botello Herrera, Antony Reynel; Universidad Santo TomásThis article explores the implementation of the Game Design Learning (GDL) approach using Unity3D and other educational software tools such as Kodu Game Lab and Scratch in programming education and how to prevent the loss of student motivation. A curricular content analysis was conducted for the first three semesters of the Systems Engineering program, identifying courses such as Data Structures and Object-Oriented Programming where the GDL approach could be implemented. Additionally, a review of relevant literature was carried out to support the feasibility of this approach, highlighting its potential to improve student motivation and learning. The possibility of developing guides, activities, and training sessions was proposed as resources that could facilitate the implementation of the GDL approach. The results suggest that implementing GDL can enrich the teaching-learning process, making programming more accessible and appealing to students. The article concludes with recommendations for educational practice, as well as proposals for future research to evaluate the impact of GDL in different educational contexts.Ítem Sistema Informático para el Registro y Seguimiento de Mascotas en la Ciudad de Tunja(Universidad Santo Tomás, 2024-12-05) López Pérez, Anthony Jardiel; Universidad Santo TomásÍtem Transformación Digital y Energías Renovables: Perspectivas para Mitigar el Cambio Climático en Colombia(Universidad Santo Tomás, 2024-12-15) Sanabria Mendoza, Oscar Mauricio; Puerto Moreno, Sergio Arley; Universidad Santo TomásThis article analyzes the relationship between digital transformation and renewable energy in Colombia, and how their integration can contribute to mitigating climate change. Through several stages, it describes the historical advancements in both sectors, the key legislation that has driven their development, and the barriers that persist for effective adoption. The article examines how digital technologies, such as the Internet of Things (IoT), artificial intelligence (AI), and blockchain, are optimizing the generation and distribution of renewable energy in the country, improving efficiency and real-time management of energy resources. The results are divided into sections covering the history of digital transformation and renewable energy in Colombia, the evolution of laws and regulations, technological implementation in key economic sectors, and the challenges the country faces, such as insufficient infrastructure and lack of funding. The synergy between both sectors is highlighted, along with their potential to reduce greenhouse gas emissions and promote sustainable development in Colombia. Finally, the digital transformation process is emphasized as a key tool for climate change mitigation.Ítem La Inteligencia artificial como apoyo educativo en el aprendizaje de la programación en los estudiantes de ingeniería de sistemas de la Universidad Santo Tomás(Universidad Santo Tomás, 2024-12-12) Bravo Cepeda, Héctor Mauricio; Mendoza Moreno, Juan Francisco; Contreras Ortiz, Martha Susana; Universidad Santo TomásLearning to code is often difficult for students due to factors such as motivation, learning styles, and prior experience. However, artificial intelligence (AI) is presented as a promising solution to address these challenges. This article identifies and analyzes the most relevant AI tools, such as ChatGPT, GitHub Copilot, GPTutor, and OpenAI Codex, and their ability to support programming learning. Through a systematic review based on the PRISMA methodology, it was explored how these tools facilitate the learning of systems engineering students, providing assistance in identifying and correcting errors, creating code, and understanding complex concepts. The results indicate that these technologies not only improve the learning process, but also enrich the educational experience. However, challenges such as variability in the accuracy of the tools and the risk of misuse are highlighted, highlighting the need to update educational policies and encourage responsible use.Ítem Desarrollo de un laboratorio virtual interactivo para la enseñanza de mínimos y máximos en ecuaciones diferenciales de estudiantes de Ingeniería de Sistemas.(Universidad Santo Tomás, 2024-12-18) Quiroz Parra, Brayan Nicolas; Mendoza Moreno, Juan Francisco; Universidad Santo TomasThe project consists of a virtual laboratory designed to facilitate the teaching of maxima and minima in differential equations. The simulations have been designed to make the user experience intuitive, allowing a quick understanding of their functionality. In addition, the front-end development improves access to the lab and provides clear explanations of each functionality of the simulations, helping users to understand the purpose of each element in a simple way. The goal of this development is to make it easier for students to understand these abstract concepts through simulations that reflect real-world situations. In this way, active learning is encouraged and hands-on experimentation is promoted.Ítem Uso de la gamificación y videojuegos multijugador en el aprendizaje de la programación y el desarrollo de habilidades blandas en la educación(Universidad Santo Tomás, 2025-01-08) Piracoca Arcos, Jhon Alexis; Botello Herrera, Antony Reynel; Universidad Santo TomásProgramming learning and soft skills development have been studied to observe how students deal with complex real-world challenges, which is where this research comes in. It explores the impact of multiplayer video games on the learning of these skills in students. Through a descriptive approach, previous studies are analyzed that demonstrate how video games, when integrated in a structured way in educational environments, can significantly enhance academic performance and strengthen technical and social skills. These results underline the importance of selecting video games with clear pedagogical objectives and fostering a collaborative environment that promotes teamwork, communication and decision making. To conclude, how multiplayer video games, when implemented in a clear and specific way, can be a powerful tool for education, transforming the learning experience and preparing students to face complex challenges in an increasingly competitive world.Ítem Estructuración de Microservicios con Arquitectura Hexagonal Para Estudiantes de Ingeniería de Sistemas(Universidad Santo Tomás, 2025-01-06) Hernández Molina, Santiago; Mendoza Moreno, Juan Francisco; Universidad Santo TomásThe development of large information systems and the growth of development teams have evolved the way software is structured. One of the options for structuring such systems is microservices architecture. However, due to the number of concepts, technologies, and roles that have been generated to manage these systems [1, 2], the purpose of this article is to provide students with basic knowledge of software design with the principlesaddressed by microservices architecture (MSA), using the layers proposed by hexagonal architecture to identify the responsibilities of each system component. To achieve this, a state-of-the-art review was conducted with a qualitative approach, using online databases such as Scopus, Elsevier, and IEEExplore. The literature revealed that, despite the lack of empirical evidence regarding the implementation of hexagonal architecture and microservices, articles on Domain-Driven Design establish a relationship between these two architectures, offering advantages in the identification of modules aligned with the business logic of the application. However, it was also noted that using a microservices architecture is not always the best choice, as in some contexts a monolith offers better results in both performance and development time.Ítem Entornos Integrados de Desarrollo -IDEs- Más Utilizados por Personas Ciegas que Desarrollan Software Mediante Lectores de Pantalla(Universidad Santo Tomás, 2024) Quevedo Velasco, Dayron Esteban; Mendoza Moreno, Juan Francisco; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0001323946; https://scholar.google.com/citations?hl=es&user=xcynC84AAAAJ; https://orcid.org/0000-0003-1480-0845This project explores the accessibility of Integrated Development Environments (IDEs) and screen readers for blind programmers. It aims to identify the most user-friendly IDEs for this population and contribute to greater inclusion in the programming world. The initiative delves into the evolution of technology for blind software developers. It compares the accessibility features of popular IDEs like Apache Netbeans, Microsoft Visual Studio Code, and JetBrains PyCharm. Additionally, it conducts surveys with blind users to understand their experiences with these IDEs. The project seeks to determine the most accessible IDEs for blind programmers and promote their inclusion in this field. Its potential impact includes enhancing IDE accessibility for blind individuals, facilitating learning and practicing programming for this group, and opening doors to a world of opportunities in the realm of technological development.Ítem Sistema de Gestión de Información y Agendamiento de Citas para la Empresa Nutrizoo Tunja(Universidad Santo Tomás, 2024) Carvajal Rodriguez, Miguel Angel; Botello Herrera, Antony Reynel; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002174635; https://scholar.google.com/citations?hl=es&user=LrG5N9QAAAAJ; https://orcid.org/0009-0003-5955-8148