Giraldo Cardozo, Juan CarlosMadrid Plaza, Luisa AlejandraPosada Gómez, Osmar David2022-08-312023-08-262022-08-312022-08-25https://repositorio.unicordoba.edu.co/handle/ucordoba/6473This paragraph is focused on virtual learning environments that can be implemented in educational institutions and have a steam+ approach and, in this way, the relationship between technology and computer science with academic content and transversality can be evidenced. For this reason, the following objective was proposed, which is to implement a virtual learning environment with a steam+ approach to promote experiential learning in the area of technology and computer science to be implemented in the Santa Rosa de Lima Educational Institution in Montería-Cordoba. This project was designed so that students have available all the academic content, encourage collaborative learning among students with the teacher as a mediator, in addition to face-to-face, also virtually, encouraging experiential learning with steam+ approach, therefore the following research question is posed: How to implement a virtual learning environment with steam+ approach and promote experiential learning from the area of technology and computer science to integrate in students a meaningful teaching? The disciplinary field corresponds to the area of technology and computer science and its advantage is that it can be used for any field applying steam+ together with experiential learning. The research corresponds to the qualitative type with an action research approach because it is focused on the investigation, analysis and application of a VLE with A steam+ approach to promote experiential learning in the area of technology and computer science will be applied at Santa Rosa de Lima educational institution of Montería-Cordoba. The process that was carried out for the collection of the necessary data for this research were interview, survey, virtual learning environment, documentary analysis, informed consent letter, follow-up and evaluation of the results; the results were obtained as collaborative learning in students and the use of the virtual learning environment to a greater extent which is of great importance to improve the quality of learning of students encouraging self-learning in a didactic and collaborative way.CAPITULO 1 Planteamiento del problema 141.1 Antecedentes del problema 141.2 Descripción del problema 171.3 Objetivos de la investigación 181.3.1 Objetivo General 181.3.2 Objetivos Específicos 181.4 Supuesto 181.5 Justificación 19Capítulo 2 Marco Teórico 202.1 Ambiente Virtual de Aprendizaje (AVA) 202.2 Trabajo Colaborativo 202.3 Competencias Básicas de un Docente Virtual 222.4 Aprendizaje experiencial basado en STEM+ 232.5 Área de Tecnología e Informática 24Capítulo 3 Metodología 253.1 Método de investigación 273.2 Población y muestra 273.3 Instrumentos de recolección de datos 283.4 Diseño de la intervención pedagógica 283.5 Análisis y procedimiento de recogida de datos 293.5.1 Entrevista 303.5.2 Encuesta 333.5.3 Carta de consentimiento informado 383.5.3.1 Método de estadística para la carta de consentimiento informado es un análisis descriptivo: 403.5.4 Análisis documental 403.5.5 Desarrollo del ambiente virtual de aprendizaje 45Capítulo 4 Resultados 60Capítulo 4 Conclusiones 654.1 Formulación de recomendaciones 66Capítulo 5 Referencias 68Capítulo 6 Anexos 71application/pdfspaCopyright Universidad de Córdoba, 2022Implementación de ambiente virtual de aprendizaje con enfoque Steam+ para propiciar el aprendizaje experiencial en el área de tecnología e informáticaTrabajo de grado - Pregradoinfo:eu-repo/semantics/embargoedAccessAtribución-NoComercial-SinDerivadas 4.0 Internacional (CC BY-NC-ND 4.0)AmbienteVirtualAprendizajeSteam+ExperiencialTecnologíaInformáticaVirtualLearningEnvironmentSteam+ExperientialTechnologyComputerScience