Bibliographic citations
This is an automatically generated citacion. Modify it if you see fit
Chavez, C., Cruz, C., Cubas, J., Otoya, M., Vasquez, Y. (2019). Aprendo jugando [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/628129
Chavez, C., Cruz, C., Cubas, J., Otoya, M., Vasquez, Y. Aprendo jugando [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2019. http://hdl.handle.net/10757/628129
@misc{renati/369622,
title = "Aprendo jugando",
author = "Vasquez Pimentel, Yolanda",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2019"
}
Title: Aprendo jugando
Other Titles: I learn playing
Authors(s): Chavez Loayza, Claudia Carolina; Cruz Ruiz, Cristina; Cubas Chavesta, Jesus Miguel; Otoya Flores, Miguel Eduardo; Vasquez Pimentel, Yolanda
Advisor(s): Espinoza Daniel, Gianfranco Alfredo
Keywords: Aprendizaje; Reforzamiento educativo; Rendimiento académico; Learning; Educational reinforcement; Academic performance
Issue Date: 13-Jul-2019
Institution: Universidad Peruana de Ciencias Aplicadas (UPC)
Abstract: El presente trabajo desarrolla una propuesta de negocio innovadora, viable y rentable, la cual consiste ofrecer el servicio de reforzamiento educativo para niños de nivel primario a través de una plataforma virtual que aplica la metodología de gamificación.
Esta idea surgió porque existen muchos niños de 6 a 12 años que tienen un bajo rendimiento académico en las escuelas, generando problemas que conllevan a la pérdida de tiempo y dinero, ya que los padres tendrán que llevar a sus hijos a clases adicionales y lidiar con los horarios que no son flexibles.
Debido a ello, se creó Aprendo Jugando, un negocio que brinda el servicio de reforzamiento educativo a través de una plataforma virtual diseñada para satisfacer la necesidad que tienen los padres, quienes son hombres y mujeres de NSE B y C de Lima Metropolitana. Estas personas buscan reforzar el aprendizaje educativo de sus hijos, a través de la motivación, entretenimiento (Gamificación) y Self-learning, la cual permite que el aprendizaje se vuelva divertido, permitiendo mejorar la retención y memorización del material educativo. Esta es una experiencia divertida que garantiza la calidad del aprendizaje del niño. Con esta propuesta innovadora incursionaremos en un mercado existente, pero insatisfecho con los servicios actuales y tradicionales, aplicando nuestra estrategia de diferenciación para reducir a la competencia.
Finalmente, también se elaboró los flujos de caja proyectados y se analizaron sus resultados, a partir de ello se concluyó que el negocio será rentable, viable y generador de valor para sus inversionistas.
The present work develops an innovative, viable and profitable business proposal, which consists in offering the service of educational reinforcement for primary level children through a virtual platform that applies the gamification methodology. This idea arose because there are many children from 6 to 12 years who have low academic performance in schools, generating problems that lead to the loss of time and money, since parents will have to take their children to additional classes and deal with the schedules that are not flexible. Due to this, Aprendo Jugando was created, a business that provides the service of educational reinforcement through a virtual platform designed to meet the needs of parents, who are men and women of NSE B and C of Metropolitan Lima. These people seek to reinforce the educational learning of their children, through motivation, entertainment (Gamification) and Self-learning, which allows learning to become fun, allowing to improve the retention and memorization of educational material. This is a fun experience that guarantees the quality of the child's learning. With this innovative proposal we will enter an existing market, but dissatisfied with current and traditional services, applying our differentiation strategy to reduce competition. Finally, the projected cash flows were also elaborated and their results were analyzed, from which it was concluded that the business will be profitable, viable and generating value for its investors.
The present work develops an innovative, viable and profitable business proposal, which consists in offering the service of educational reinforcement for primary level children through a virtual platform that applies the gamification methodology. This idea arose because there are many children from 6 to 12 years who have low academic performance in schools, generating problems that lead to the loss of time and money, since parents will have to take their children to additional classes and deal with the schedules that are not flexible. Due to this, Aprendo Jugando was created, a business that provides the service of educational reinforcement through a virtual platform designed to meet the needs of parents, who are men and women of NSE B and C of Metropolitan Lima. These people seek to reinforce the educational learning of their children, through motivation, entertainment (Gamification) and Self-learning, which allows learning to become fun, allowing to improve the retention and memorization of educational material. This is a fun experience that guarantees the quality of the child's learning. With this innovative proposal we will enter an existing market, but dissatisfied with current and traditional services, applying our differentiation strategy to reduce competition. Finally, the projected cash flows were also elaborated and their results were analyzed, from which it was concluded that the business will be profitable, viable and generating value for its investors.
Link to repository: http://hdl.handle.net/10757/628129
Discipline: Administración de Empresas; Marketing; Administración de Banca y Finanzas
Grade or title grantor: Universidad Peruana de Ciencias Aplicadas (UPC). División de Estudios Profesionales para Ejecutivos (EPE)
Grade or title: Bachiller en Administración de Empresas; Bachiller en Marketing; Bachiller en Administración de Banca y Finanzas
Register date: 28-Nov-2019
This item is licensed under a Creative Commons License