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Agüero, C., Alvarado, L., García, A., Peña, K., Soberón, C. (2020). Jugando Ando [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/654879
Agüero, C., Alvarado, L., García, A., Peña, K., Soberón, C. Jugando Ando [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2020. http://hdl.handle.net/10757/654879
@misc{renati/393935,
title = "Jugando Ando",
author = "Soberón Asanza, Carmen Marola Amelia",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2020"
}
Título: Jugando Ando
Autor(es): Agüero Hermoza, Carola Cintia; Alvarado Cueva, Luis Miguel; García Cabrera, Ana Hilda; Peña Herrera, Kenggit Jacqueline; Soberón Asanza, Carmen Marola Amelia
Asesor(es): Haro Merino, Ruth Milagros
Palabras clave: Educación cognitiva; Plataforma web; Actividades lúdicas; E-learning; Kits; Cognitive education; Web platform; Ludic activities
Campo OCDE: http://purl.org/pe-repo/ocde/ford#5.00.00; https://purl.org/pe-repo/ocde/ford#5.02.04
Fecha de publicación: 6-dic-2020
Institución: Universidad Peruana de Ciencias Aplicadas (UPC)
Resumen: El presente proyecto empresarial consiste en la comercialización de kits educativos para niños en edad inicial, inicialmente ubicados en Lima metropolitana. Estos Kits constan de juguetes didácticos y clases por medio de nuestra plataforma virtual llamada Jugando Ando.
El motivo por el cual estamos llevando este proyecto a cabo es porque hemos detectado que en este último siglo la tecnología se ha vuelto un eje importante para nuestras vidas, sobre todo para los niños que forman parte de la nueva generación Alpha. Generación compuesta por nativos digitales que ven en la tecnología como una manera de ver el mundo. Por este motivo, si bien los medios tecnológicos dentro del núcleo familiar son considerados como un distractor para ellos, podrían ser de gran importancia como medio de enseñanza para su desarrollo. Por ese motivo, deseamos contribuir al brindar contenido educativo de calidad a través de internet y así con ello poder generar mayor demanda en el mercado.
En este sentido, para llevar a cabo este cometido e iniciar nuestro negocio contamos con capital propio, sin embargo, requeriremos de un accionista inversor que cubra el 16.67% del total de las acciones con un monto de 19,367 soles. Tal monto estará destinado como inyector de capital para los próximos periodos según el incremento de ventas.
Creemos que nuestro proyecto tendrá el éxito deseado porque según nuestros análisis, este es atractivamente rentable para los accionistas. De igual manera, porque Jugando Ando se mantendrá en constante innovación con nuestros servicios y lanzamientos de nuevos productos.
This business project consists of the commercialization of educational kits for children of the initial age, initially located in metropolitan Lima. These Kits consist of educational toys and classes through our virtual platform called Jugando Ando. The reason why we are carrying out this project is because we have found that in the last century technology has become an important axis in our lives, especially for children who are part of the new Alpha generation. Generation is made up of digital natives who see technology as a way of seeing the world. For this reason, although technological means within the family nucleus are considered a distraction for them, they could be of great importance as a means of teaching for their development. For this reason, we want to contribute by providing quality educational content through the internet and thus be able to generate greater demand in the market. In this sense, to carry out this task and start our business we have our own capital, however we will require an investor shareholder that covers 16.67% of the total shares with an amount of s/ 19,367 soles. This amount will be used as a capital injector for the next period according to the sales grow. We believe that our project will be successful because according to our analysis, it is attractively profitable for shareholders. And, because Jugando Ando will keep in constant innovation with our services and new product launches.
This business project consists of the commercialization of educational kits for children of the initial age, initially located in metropolitan Lima. These Kits consist of educational toys and classes through our virtual platform called Jugando Ando. The reason why we are carrying out this project is because we have found that in the last century technology has become an important axis in our lives, especially for children who are part of the new Alpha generation. Generation is made up of digital natives who see technology as a way of seeing the world. For this reason, although technological means within the family nucleus are considered a distraction for them, they could be of great importance as a means of teaching for their development. For this reason, we want to contribute by providing quality educational content through the internet and thus be able to generate greater demand in the market. In this sense, to carry out this task and start our business we have our own capital, however we will require an investor shareholder that covers 16.67% of the total shares with an amount of s/ 19,367 soles. This amount will be used as a capital injector for the next period according to the sales grow. We believe that our project will be successful because according to our analysis, it is attractively profitable for shareholders. And, because Jugando Ando will keep in constant innovation with our services and new product launches.
Enlace al repositorio: http://hdl.handle.net/10757/654879
Disciplina académico-profesional: Administración de Empresas
Institución que otorga el grado o título: Universidad Peruana de Ciencias Aplicadas (UPC). División de Estudios Profesionales para Ejecutivos (EPE)
Grado o título: Bachiller en Administración de Empresas
Fecha de registro: 5-mar-2021
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