614 resultados para Constructivist OnLine Learning Environment Survey


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Introduction. Selectively manned units have a long, international history, both military and civilian. Some examples include SWAT teams, firefighters, the FBI, the DEA, the CIA, and military Special Operations. These special duty operators are individuals who perform a highly skilled and dangerous job in a unique environment. A significant amount of money is spent by the Department of Defense (DoD) and other federal agencies to recruit, select, train, equip and support these operators. When a critical incident or significant life event occurs, that jeopardizes an operator's performance; there can be heavy losses in terms of training, time, money, and potentially, lives. In order to limit the number of critical incidents, selection processes have been developed over time to “select out” those individuals most likely to perform below desired performance standards under pressure or stress and to "select in" those with the "right stuff". This study is part of a larger program evaluation to assess markers that identify whether a person will fail under the stresses in a selectively manned unit. The primary question of the study is whether there are indicators in the selection process that signify potential negative performance at a later date. ^ Methods. The population being studied included applicants to a selectively manned DoD organization between 1993 and 2001 as part of a unit assessment and selection process (A&S). Approximately 1900 A&S records were included in the analysis. Over this nine year period, seventy-two individuals were determined to have had a critical incident. A critical incident can come in the form of problems with the law, personal, behavioral or family problems, integrity issues, and skills deficit. Of the seventy-two individuals, fifty-four of these had full assessment data and subsequent supervisor performance ratings which assessed how an individual performed while on the job. This group was compared across a variety of variables including demographics and psychometric testing with a group of 178 individuals who did not have a critical incident and had been determined to be good performers with positive ratings by their supervisors.^ Results. In approximately 2004, an online pre-screen survey was developed in the hopes of preselecting out those individuals with items that would potentially make them ineligible for selection to this organization. This survey has aided the organization to increase its selection rates and save resources in the process. (Patterson, Howard Smith, & Fisher, Unit Assessment and Selection Project, 2008) When the same prescreen was used on the critical incident individuals, it was found that over 60% of the individuals would have been flagged as unacceptable. This would have saved the organization valuable resources and heartache.^ There were some subtle demographic differences between the two groups (i.e. those with critical incidents were almost twice as likely to be divorced compared with the positive performers). Upon comparison of Psychometric testing several items were noted to be different. The two groups were similar when their IQ levels were compared using the Multidimensional Aptitude Battery (MAB). When looking at the Minnesota Multiphasic Personality Inventory (MMPI), there appeared to be a difference on the MMPI Social Introversion; the Critical Incidence group scored somewhat higher. When analysis was done, the number of MMPI Critical Items between the two groups was similar as well. When scores on the NEO Personality Inventory (NEO) were compared, the critical incident individuals tended to score higher on Openness and on its subscales (Ideas, Actions, and Feelings). There was a positive correlation between Total Neuroticism T Score and number of MMPI critical items.^ Conclusions. This study shows that the current pre-screening process is working and would have saved the organization significant resources. ^ If one was to develop a profile of a candidate who potentially could suffer a critical incident and subsequently jeopardize the unit, mission and the safety of the public they would look like the following: either divorced or never married, score high on the MMPI in Social Introversion, score low on MMPI with an "excessive" amount of MMPI critical items; and finally scores high on the NEO Openness and subscales Ideas, Feelings, and Actions.^ Based on the results gleaned from the analysis in this study there seems to be several factors, within psychometric testing, that when taken together, will aid the evaluators in selecting only the highest quality operators in order to save resources and to help protect the public from unfortunate critical incidents which may adversely affect our health and safety.^

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The purpose of this study was to investigate whether an incongruence between personality characteristics of individuals and concomitant charcteristics of health professional training environments on salient dimensions contributes to aspects of mental health. The dimensions examined were practical-theoretical orientation and the degree of structure-unstructure. They were selected for study as they are particularly important attributes of students and of learning environments. It was proposed that when the demand of the environment is disparate from the proclivities of the individual, strain arises. This strain was hypothesized to contribute to anxiety, depression, and subjective distress.^ Select subscales on the Omnibus Personality Inventory (OPI) were the operationalized measures for the personality component of the dimensions studied. An environmental index was developed to assess students' perceptions of the learning environment on these same dimensions. The Beck Depression Inventory, State-Trait Anxiety Inventory and General Well-Being schedule measured the outcome variables.^ A congruence model was employed to determine person-environment (P-E) interaction. Scores on the scales of the OPI and the environmental index were divided into high, medium, and low based on the range of scores. Congruence was defined as a match between the level of personality need and the complementary level of the perception of the environment. Alternatively, incongruence was defined as a mismatch between the person and the environment. The consistent category was compared to the inconsistent categories by an analysis of variance procedure. Furthermore, analyses of covariance were conducted with perceived supportiveness of the learning environment and life events external to the learning environment as the covariates. These factors were considered critical influences affecting the outcome measures.^ One hundred and eighty-five students (49% of the population) at the College of Optometry at the University of Houston participated in the study. Students in all four years of the program were equally represented in the study. However, the sample differed from the total population on representation by sex, marital status, and undergraduate major.^ The results of the study did not support the hypotheses. Further, after having adjusted for perceived supportiveness and life events external to the learning environment, there were no statistically significant differences between the congruent category and incongruent categories. Means indicated than the study sample experienced significantly lower depression and subjective distress than the normative samples.^ Results are interpreted in light of their utility for future study design in the investigation of the effects of P-E interaction. Emphasized is the question of the feasibility of testing a P-E interaction model with extant groups. Recommendations for subsequent research are proposed in light of the exploratory nature of the methodology. ^

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ALINE is a pedagogical model developed to aid nursing faculty transition from passive to active learning. Based on constructionist theory, ALINE serves as a tool for organizing curriculum for online and classroom based interaction and permits positioning the student as the active player and the instructor, the facilitator to nursing competency.

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En este trabajo se aborda el estudio de las relaciones entre sociedad, familia y aprendizaje. Particularmente refiere a las características del contexto alfabetizador hogareño de poblaciones carenciadas y sus repercusiones en las habilidades y conocimientos prelectores de sus hijos. Para examinar dichas relaciones, se seleccionaron aleatoriamente 62 niños de 4/5 años de edad y sus madres. Las madres fueron entrevistadas con una adaptación de una encuesta sobre contexto familiar alfabetizador (Whitehurst, 1992). Los niños fueron evaluados utilizando pruebas específicas que permitieran estimar la dimensión `alfabetización temprana'. Los resultados encontrados informan sobre una gran variabilidad en las prácticas y características del contexto hogareño de las familias examinadas y sobre conocimientos y habilidades prelectores infantiles muy incipientes. Las relaciones entre las dos dimensiones bajo estudio, si bien alcanzan significación estadística, muestran valores de bajos a moderados, circunstancia cuya interpretación se discute. Por último, la caracterización de los niños y de los hogares de donde provienen, tiene como finalidad última encontrar indicadores específicos que permitan diseñar estrategias de intervención adecuadas, oportunas y sistemáticas para la prevención de dificultades en el aprendizaje del lenguaje escrito en situaciones que pueden ser consideradas de riesgo

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En este trabajo se aborda el estudio de las relaciones entre sociedad, familia y aprendizaje. Particularmente refiere a las características del contexto alfabetizador hogareño de poblaciones carenciadas y sus repercusiones en las habilidades y conocimientos prelectores de sus hijos. Para examinar dichas relaciones, se seleccionaron aleatoriamente 62 niños de 4/5 años de edad y sus madres. Las madres fueron entrevistadas con una adaptación de una encuesta sobre contexto familiar alfabetizador (Whitehurst, 1992). Los niños fueron evaluados utilizando pruebas específicas que permitieran estimar la dimensión `alfabetización temprana'. Los resultados encontrados informan sobre una gran variabilidad en las prácticas y características del contexto hogareño de las familias examinadas y sobre conocimientos y habilidades prelectores infantiles muy incipientes. Las relaciones entre las dos dimensiones bajo estudio, si bien alcanzan significación estadística, muestran valores de bajos a moderados, circunstancia cuya interpretación se discute. Por último, la caracterización de los niños y de los hogares de donde provienen, tiene como finalidad última encontrar indicadores específicos que permitan diseñar estrategias de intervención adecuadas, oportunas y sistemáticas para la prevención de dificultades en el aprendizaje del lenguaje escrito en situaciones que pueden ser consideradas de riesgo

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En este trabajo se aborda el estudio de las relaciones entre sociedad, familia y aprendizaje. Particularmente refiere a las características del contexto alfabetizador hogareño de poblaciones carenciadas y sus repercusiones en las habilidades y conocimientos prelectores de sus hijos. Para examinar dichas relaciones, se seleccionaron aleatoriamente 62 niños de 4/5 años de edad y sus madres. Las madres fueron entrevistadas con una adaptación de una encuesta sobre contexto familiar alfabetizador (Whitehurst, 1992). Los niños fueron evaluados utilizando pruebas específicas que permitieran estimar la dimensión `alfabetización temprana'. Los resultados encontrados informan sobre una gran variabilidad en las prácticas y características del contexto hogareño de las familias examinadas y sobre conocimientos y habilidades prelectores infantiles muy incipientes. Las relaciones entre las dos dimensiones bajo estudio, si bien alcanzan significación estadística, muestran valores de bajos a moderados, circunstancia cuya interpretación se discute. Por último, la caracterización de los niños y de los hogares de donde provienen, tiene como finalidad última encontrar indicadores específicos que permitan diseñar estrategias de intervención adecuadas, oportunas y sistemáticas para la prevención de dificultades en el aprendizaje del lenguaje escrito en situaciones que pueden ser consideradas de riesgo

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This communication presents the results of an innovative approach for competencedevelopment suggesting a new methodology for the integration of these elements in professional development within the ADA initiative (AulaaDistanciaAbierta, Distance and Open Classroom) of the Community of Madrid. The main objective of this initiative is to promote the use of Information and Communication Technologies (ICTs) for educational activities by creating a new learning environment structured on the premises of commitment to self–learning, individual work, communication and virtual interaction, and self and continuous assessment. Results from this experience showed that conceptualization is a positive contribution to learning, as students added names and characteristics to competences and abilities that were previously unknown or underestimated. Also, the diversity of participants’ disciplines indicated multidimensional interest in this idea and supported the theory that this approach to competencedevelopment could be successful in all knowledge areas.

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We describe how to use a Granular Linguistic Model of a Phenomenon (GLMP) to assess e-learning processes. We apply this technique to evaluate algorithm learning using the GRAPHs learning environment.

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E-learning systems output a huge quantity of data on a learning process. However, it takes a lot of specialist human resources to manually process these data and generate an assessment report. Additionally, for formative assessment, the report should state the attainment level of the learning goals defined by the instructor. This paper describes the use of the granular linguistic model of a phenomenon (GLMP) to model the assessment of the learning process and implement the automated generation of an assessment report. GLMP is based on fuzzy logic and the computational theory of perceptions. This technique is useful for implementing complex assessment criteria using inference systems based on linguistic rules. Apart from the grade, the model also generates a detailed natural language progress report on the achieved proficiency level, based exclusively on the objective data gathered from correct and incorrect responses. This is illustrated by applying the model to the assessment of Dijkstra’s algorithm learning using a visual simulation-based graph algorithm learning environment, called GRAPHs

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Web-based education or „e-learning‟ has become a critical component in higher education for the last decade, replacing other distance learning methods, such as traditional computer training or correspondence learning. The number of university students who take on-line courses is continuously increasing all over the world. In Spain, nearly a 90% of the universities have an institutional e-learning platform and over 60% of the traditional on-site courses use this technology as a supplement to the traditional face-to-face classes. This new form of learning allows the disappearance of geographical barriers and enables students to schedule their own learning process, among some other advantages. On-line education is developed through specific software called „e-learning platform‟ or „virtual learning environment‟ (VLE). A considerable number of web-based tools to deliver distance courses are currently available. Open source software packages such as Moodle, Sakai, dotLRN or Dokeos are the most commonly used in the virtual campuses of Spanish universities. This paper analyzes the possibilities that virtual learning environments provide university teachers and learners and offers a technical comparison among some of the most popular e-learning learning platforms.

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Learning analytics is the analysis of static and dynamic data extracted from virtual learning environments, in order to understand and optimize the learning process. Generally, this dynamic data is generated by the interactions which take place in the virtual learning environment. At the present time, many implementations for grouping of data have been proposed, but there is no consensus yet on which interactions and groups must be measured and analyzed. There is also no agreement on what is the influence of these interactions, if any, on learning outcomes, academic performance or student success. This study presents three different extant interaction typologies in e-learning and analyzes the relation of their components with students? academic performance. The three different classifications are based on the agents involved in the learning process, the frequency of use and the participation mode, respectively. The main findings from the research are: a) that agent-based classifications offer a better explanation of student academic performance; b) that at least one component in each typology predicts academic performance; and c) that student-teacher and student-student, evaluating students, and active interactions, respectively, have a significant impact on academic performance, while the other interaction types are not significantly related to academic performance.

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The use of the Information and Communication Technologies (ICT) in Learning Environment allows achieving the maximum interaction between Teachers and Students.The Virtual Learning Environments are computer programs that benefit the learning facilitating the communication between users. Open Source software allow to create the own online modular learning environment with a fast placed in service. In the present paper the use of a Learning Management Systems (LMS) as continuous education tool is proposed.

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The graphical user interface (GUI) are all graphic elements that help to communicate with a system. The design of a GUI allow to land the central idea of a draft information technology. Today technology has become one of the largest and most useful tools to automate and facilitate processes for that reason fit into any kind of productive sectors, for example, in the health sector. The CAD systems (Systems Computer Aided Diagnosis) are the type of technology used in the health sector, in order to automate online modular learning environment with a fast placed in service. In the present paper the use of a Learning Management Systems (LMS) as continuous education tool is proposed.

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El campo de estudio relacionado con los laboratorios remotos en el ámbito educativo de las ciencias y la ingeniería está sufriendo una notable expansión ante la necesidad de adaptar los procesos de aprendizaje en dichas áreas a las características y posibilidades de la formación online. Muchos de los recursos educativos basados en esta tecnología, existentes en la actualidad, presentan ciertas limitaciones que impiden alcanzar las competencias que se deben adquirir en los laboratorios de ingeniería. Estas limitaciones están relacionadas con diferentes aspectos de carácter técnico y formativo. A nivel técnico las limitaciones principales se centran en el grado de versatilidad que son capaces de proporcionar comparado con el que se dispone en un laboratorio tradicional y en el modo de interacción del usuario, que provoca que el estudiante no distinga claramente si está realizando acciones sobre sistemas reales o simulaciones. A nivel formativo las limitaciones detectadas son relevantes para poder alcanzar un aprendizaje significativo. En concreto están relacionadas principalmente con un escaso sentimiento de inmersión, una reducida sensación de realismo respecto a las operaciones que se realizan o la limitada posibilidad de realizar actividades de forma colaborativa. La aparición de nuevas tecnologías basadas en entornos inmersivos, unida a los avances producidos relacionados con el aumento de la capacidad gráfica de los ordenadores y del ancho de banda de acceso a Internet, han hecho factible que las limitaciones comentadas anteriormente puedan ser superadas gracias al desarrollo de nuevos recursos de aprendizaje surgidos de la fusión de laboratorios remotos y mundos virtuales 3D. Esta tesis doctoral aborda un trabajo de investigación centrado en proponer un modelo de plataformas experimentales, basado en la fusión de las dos tecnologías mencionadas, que permita generar recursos educativos online que faciliten la adquisición de competencias prácticas similares a las que se consiguen en un laboratorio tradicional vinculado a la enseñanza de la electrónica. El campo de aplicación en el que se ha focalizado el trabajo realizado se ha centrado en el área de la electrónica aunque los resultados de la investigación realizada se podrían adaptar fácilmente a otras disciplinas de la ingeniería. Fruto del trabajo realizado en esta tesis es el desarrollo de la plataforma eLab3D, basada en el modelo de plataformas experimentales propuesto, y la realización de dos estudios empíricos llevados a cabo con estudiantes de grado en ingeniería, muy demandados por la comunidad investigadora. Por un lado, la plataforma eLab3D, que permite llevar a cabo de forma remota actividades prácticas relacionadas con el diseño, montaje y prueba de circuitos electrónicos analógicos, aporta como novedad un dispositivo hardware basado en un sistema de conmutación distribuido. Dicho sistema proporciona un nivel de versatilidad muy elevado, a nivel de configuración de circuitos y selección de puntos de medida, que hace posible la realización de acciones similares a las que se llevan a cabo en los laboratorios presenciales. Por otra parte, los estudios empíricos realizados, que comparaban la eficacia educativa de una metodología de aprendizaje online, basada en el uso de la plataforma eLab3D, con la conseguida siguiendo una metodología clásica en los laboratorios tradicionales, mostraron que no se detectaron diferencias significativas en el grado de adquisición de los resultados de aprendizaje entre los estudiantes que utilizaron la plataforma eLab3D y los que asistieron a los laboratorios presenciales. Por último, hay que destacar dos aspectos relevantes relacionados directamente con esta tesis. En primer lugar, los resultados obtenidos en las experiencias educativas llevadas a cabo junto a valoraciones obtenidas por el profesorado que ha colaborado en las mismas han sido decisivos para que la plataforma eLab3D se haya integrado como recurso complementario de aprendizaje en titulaciones de grado de ingeniería de la Universidad Politécnica de Madrid. En segundo lugar, el modelo de plataformas experimentales que se ha propuesto en esta tesis, analizado por investigadores vinculados a proyectos en el ámbito de la fusión nuclear, ha sido tomado como referencia para generar nuevas herramientas de formación en dicho campo. ABSTRACT The field of study of remote laboratories in sciences and engineering educational disciplines is undergoing a remarkable expansion given the need to adapt the learning processes in the aforementioned areas to the characteristics and possibilities of online education. Several of the current educational resources based on this technology have certain limitations that prevent from reaching the required competencies in engineering laboratories. These limitations are related to different aspects of technical and educational nature. At the technical level, they are centered on the degree of versatility they are able to provide compared to a traditional laboratory and in the way the user interacts with them, which causes the student to not clearly distinguish if actions are being performed over real systems or over simulations. At the educational level, the detected limitations are relevant in order to reach a meaningful learning. In particular, they are mainly related to a scarce immersion feeling, a reduced realism sense regarding the operations performed or the limited possibility to carry out activities in a collaborative way. The appearance of new technologies based on immersive environments, together with the advances in graphical computer capabilities and Internet bandwidth access, have made the previous limitations feasible to be overcome thanks to the development of new learning resources that arise from merging remote laboratories and 3D virtual worlds. This PhD thesis tackles a research work focused on the proposal of an experimental platform model, based on the fusion of both mentioned technologies, which allows for generating online educational resources that facilitate the acquisition of practical competencies similar to those obtained in a traditional electronics laboratory. The application field, in which this work is focused, is electronics, although the research results could be easily adapted to other engineering disciplines. A result of this work is the development of eLab3D platform, based on the experimental platform model proposed, and the realization of two empirical studies with undergraduate students, highly demanded by research community. On one side, eLab3D platform, which allows to accomplish remote practical activities related to the design, assembling and test of analog electronic circuits, provides, as an original contribution, a hardware device based on a distributed switching system. This system offers a high level of versatility, both at the circuit configuration level and at the selection of measurement points, which allows for doing similar actions to those conducted in hands-on laboratories. On the other side, the empirical studies carried out, which compare the educational efficiency of an online learning methodology based on the use of eLab3D platform with that obtained following a classical methodology in traditional laboratories, shows that no significant differences in the acquired degree of learning outcomes among the students that used eLab3D platform and those that attended hands-on laboratories were detected. Finally, it is important to highlight two relevant aspects directly related with this thesis work. First of all, the results obtained in the educational experiences conducted, along with the assessment from the faculty that has collaborated in them, have been decisive to integrate eLab3D platform as a supplementary learning resource in engineering degrees at Universidad Politecnica de Madrid. Secondly, the experimental platform model originally proposed in this thesis, which has been analysed by nuclear fusion researchers, has been taken as a reference to generate new educational tools in that field.

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La forma de consumir contenidos en Internet ha cambiado durante los últimos años. Inicialmente se empleaban webs estáticas y con contenidos pobres visualmente. Con la evolución de las redes de comunicación, esta tendencia ha variado. A día de hoy, deseamos páginas agradables, accesibles y que nos presenten temas variados. Todo esto ha cambiado la forma de crear páginas web y en todos los casos se persigue el objetivo de atraer a los usuarios. El gran auge de los smartphones y las aplicaciones móviles que invaden el mercado actual han revolucionado el mundo del estudio de los idiomas permitiendo compatibilizar los recursos punteros con el aprendizaje tradicional. La popularidad de los dispositivos móviles y de las aplicaciones ha sido el principal motivo de la realización de este proyecto. En él se realizará un análisis de las diferentes tecnologías existentes y se elegirá la mejor opción que se ajuste a nuestras necesidades para poder desarrollar un sistema que implemente el enfoque llamado Mobile Assisted Language Learning (MALL) que supone una aproximación innovadora al aprendizaje de idiomas con la ayuda de un dispositivo móvil. En este documento se va a ofrecer una panorámica general acerca del desarrollo de aplicaciones para dispositivos móviles en el entorno del e-learning. Se estudiarán características técnicas de diferentes plataformas seleccionando la mejor opción para la implementación de un sistema que proporcione los contenidos básicos para el aprendizaje de un idioma, en este caso del inglés, de forma intuitiva y divertida. Dicho sistema permitirá al usuario mejorar su nivel de inglés mediante una interfaz web de forma dinámica y cercana empleando los recursos que ofrecen los dispositivos móviles y haciendo uso del diseño adaptativo. Este proyecto está pensado para los usuarios que dispongan de poco tiempo libre para realizar un curso de forma presencial o, mejor aún, para reforzar o repasar contenidos ya aprendidos por otros medios más tradicionales o no. La aplicación ofrece la posibilidad de que se haga uso del sistema de forma fácil y sencilla desde cualquier dispositivo móvil del que se disponga como es un smartphone, tablet o un ordenador personal, compitiendo con otros usuarios o contra uno mismo y mejorando así el nivel de partida a través de las actividades propuestas. Durante el proyecto se han comparado diversas soluciones, la mayoría de código abierto y de libre distribución que permiten desplegar servicios de almacenamiento accesibles mediante Internet. Se concluirá con un caso práctico analizando los requisitos técnicos y llevando a cabo las fases de análisis, diseño, creación de la base de datos, implementación y pruebas dentro del ciclo de vida del software. Finalmente, se migrará la aplicación con toda la información a un servidor en la nube. ABSTRACT. The way of consuming content on the Internet has changed over the past years. Initially, static websites were used with poor visual contents. Nevertheless, with the evolution of communication networks this trend has changed. Nowadays, we expect pleasant, accessible and varied topic pages and such expectations have changed the way to create web pages generally aiming at appealing and therefore, attracting users. The great boom of smartphones and mobile applications in the current market, have revolutionized the world of language learning as they make it possible to combine computing with traditional learning resources. The popularity of mobile devices and applications has been the main reason for the development of this project. Here, the different existing technologies will be examined and we will try to select the best option that adapts to our needs in order to develop a system that implements Mobile Assisted Language Learning (MALL) that in broad terms implies an approach to language learning with the help of a mobile device. This report provides an overview of the development of applications for mobile devices in the e-learning environment. We will study the technical characteristics of different platforms and we will select the best option for the implementation of a system that provide the basic content for learning a language, in this case English, by means of an intuitive and fun method. This system will allow the user to improve their level of English with a web interface in a dynamic and close way employing the resources offered by mobile devices using the adaptive design. This project is intended for users who do not have enough free time to make a classroom course or to review contents from more traditional courses as it offers the possibility to make use of the system quickly and easily from any mobile device available such as a smartphone, a tablet or a personal computer, competing with other users or against oneself and thus improving their departing level through different activities. During the project, different solutions have been compared. Most of them, open source and free distribution that allow to deploy storage services accessible via the Internet. It will conclude with a case study analyzing the technical requirements and conducting phases of analysis, design and creation of a database, implementation and testing in the software lifecycle. Finally, the application will be migrated with all the information to a server in the cloud.