Diseño de un servicio para incentivar la creatividad en niños entre 5 a 7 años de edad desde sus hogares en la ciudad de Medellín como método de entretenimiento en su tiempo libre

Currently, due to confinement and social distancing, children are living another study methodology supported by virtuality. But a bad use of technology can bring negative repercussions in children, such as making them less curious and leaving aside activities that help them to improve their cognitiv...

Full description

Autores:
Vásquez Restrepo, Luisa Fernanda
Tipo de recurso:
Fecha de publicación:
2021
Institución:
Universidad de San Buenaventura
Repositorio:
Repositorio USB
Idioma:
spa
OAI Identifier:
oai:bibliotecadigital.usb.edu.co:10819/8625
Acceso en línea:
http://hdl.handle.net/10819/8625
Palabra clave:
Tiempo libre
Ocio
Entretenimiento
Creatividad
Scientific article
Review article
Research
Citation styles
Deportes y recreación
Rights
License
Atribución-NoComercial-SinDerivadas 2.5 Colombia
Description
Summary:Currently, due to confinement and social distancing, children are living another study methodology supported by virtuality. But a bad use of technology can bring negative repercussions in children, such as making them less curious and leaving aside activities that help them to improve their cognitive development since at this stage symbolic capacities are developed (Piaget, 1962), this project is aimed at children between 5 and 7 of the city of Medellin, equivalent to 8.6% of the population and, specifically, to homes of stratum 3 and 4. Consequently, the project aims to design a service for the entertainment of children to stimulate creative processes from home during their free time, supported by a quantitative research, given the possibility of delving into personal aspects of direct users, the children, and indirect users, the parents, such as tastes, feelings and routines, identified through data collection tools such as surveys, observations, in addition to the corroboration of information with different professionals in the area such as psychologists and teachers to identify the cognitive processes of children and how confinement and virtual methodologies affect their creativity and how to stimulate it correctly at this age. From the data obtained in the field work, an ideation stage is proposed taking into account design opportunities, these ideas go through an evolution matrix that helps to choose the idea that best meets the requirements of the project, generating validations of the proposal supported by the development of prototypes. Finally, we propose a service that allows the child creative stimulation supported by the generation of graphic material, comics, which can be shared on the network to generate visibility and recognize the creations of other children promoting the good use of technological resources, this service will offer the child entertainment time at home, as they can do other activities encouraging creativity, having balance between the analog of drawing and the virtuality of sharing their comics