Citas bibligráficas
Garay, Ascencio (2024). Aplicativo móvil para la educación de seguridad ciudadana ante incidencias en el distrito de Sunampe, Chincha, 2024 [Universidad Nacional de Cañete]. https://hdl.handle.net/20.500.14559/239
Garay, Ascencio Aplicativo móvil para la educación de seguridad ciudadana ante incidencias en el distrito de Sunampe, Chincha, 2024 []. PE: Universidad Nacional de Cañete; 2024. https://hdl.handle.net/20.500.14559/239
@misc{renati/1119977,
title = "Aplicativo móvil para la educación de seguridad ciudadana ante incidencias en el distrito de Sunampe, Chincha, 2024",
author = "Ascencio Aybar, , Owen Eduardo",
publisher = "Universidad Nacional de Cañete",
year = "2024"
}
This research aims to determine the effect of using a mobile application on citizen security education regarding criminal incidents in the district of Sunampe, Chincha, during 2024. The addressed issue focuses on the increase in crime and the lack of nformation on security measures among the residents of Sunampe, which affects their well-being and safety. To conduct this study, an educational mobile application was developed using agile methodologies like SCRUM and gamification techniques to improve user nteraction and engagement with learning about citizen security. The study is based on a pre-experimental design, with a quantitative and qualitative approach, covering a representative sample of Sunampe residents. The expected results include a significant improvement in the knowledge and preparedness of citizens regarding incidents of theft, domestic violence, and threats due o the use of the mobile application. Additionally, a reduction in the occurrence of these criminal incidents and an improvement in the community's perception of safety are anticipated. This study theoretically contributes to the fields of computing and citizen security, providing a reference for future research and similar applications. Practically, it offers a useful and accessible tool for citizen security education, and methodologically, it validates the use of SCRUM and gamification in developing educational applications.
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