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  • Item type: Ítem , Access status: Acceso Abierto ,
    Desarrollo y evaluación de un sistema educativo interactivo en Unity para mejorar la comprensión lógico-matemática aplicada a la programación de mecánicas de videojuego
    (Universidad Católica de Cuenca., 2026) Iñiguez Narváez, Britney Mariuxy
    Learning to program game mechanics requires understanding the relationship between code, logical-mathematical fundamentals, and observable behavior within an interactive environment. However, in the training processes, there can be a separation between theoretical explanation and practical application, which makes it difficult for students to interpret, modify, and develop mechanics autonomously. Given this situation, the project aimed to develop an educational and interactive system that integrates into a guided environment in Unity and a complementary didactic book to support the understanding of video game mechanics programming. The development was organized using the waterfall model, considering the phases of requirements analysis, technical and narrative design, implementation, testing, and final adjustments. The solution is structured into four modules: (i) movement and sprint, (ii) jump and dash, (iii) environment zones, and (iv) state machine. The environment in Unity incorporates step-by-step instructions and validations, while the book explains the programming logic, mathematical foundations, and mechanics. The validation is carried out through a Likert scale survey applied to a sample of 20 participants belonging to the target audience. The results reflect a favorable evaluation of the system, especially in the clarity of the instructions, the understanding of the mechanics, and the usefulness of the validations during the process. It is concluded that the integration of the guided environment and the educational resource better guides the user and reduces difficulties during the implementation of the activities.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Videojuego educativo basado en gimnasia cerebral para el desarrollo de habilidades cognitivas en niños de 4 a 5 años.
    (Universidad Católica de Cuenca., 2026) Maldonado Moscoso, Carlos Bolívar
    This undergraduate project aimed to develop a functional 2D educational video game prototype entitled Mundo Aprendo, built in Unity and designed for children aged four to five. The project addressed the need for digital learning resources that are structured, understandable, and appropriate for this age group, since many children's applications rely on isolated activities, unclear instructions, and limited progression systems. The game includes four themed worlds and four main mini-games: Musical World, focused on piano-key interaction and sequence repetition; Story World, centered on story selection and voice recognition; Size World, based on identifying large and small animals; and Emotion World, designed to recognize emotions through images and contextual situations. Development followed an operational adaptation based on Kanban, organizing the work as a continuous task flow covering graphic asset production, scene and interface construction, gameplay programming, integration of complementary systems, and functional verification. Internal functional tests verified scene navigation, object selection, voice-recognition features, and feedback mechanisms based on sound effects, animations, and star rewards. The project did not include pedagogical assessment, cognitive-skill measurement, or testing with children; therefore, the reported findings are limited to the technical implementation and functional performance of the prototype.
  • Item type: Ítem , Access status: Acceso Abierto ,
    Desarrollo de modelos 3D low-poly y sistemas de partículas optimizados para el videojuego Qhapac Ñan: El camino del Chasqui
    (Universidad Católica de Cuenca., 2026) Bacuilima Pulla, Juan José
    Video game development for low-end computers typically faces latency issues due to the excessive use of unnecessary graphical resources. To address this, the project describes the creation of optimized 3D models and visual effects for the educational video game “Qhapac Ñan: El Camino del Chasqui.” Using Unity, a hybrid methodology was applied. The environment, wildlife, and protagonist were designed with a low-poly aesthetic and flat shading, while divine powers were represented using computationally efficient particle systems. After subjecting the project to stress testing, the results showed that, in the initial version, the number of batches averaged around 4,630—a stark contrast to the optimized versions, which averaged only 730 batches. Furthermore, qualitative user testing revealed that the 3D models, in conjunction with the VFX and sound effects, enabled a clear understanding of the environment and all its elements. In conclusion, this graphical optimization enables a smooth experience, demonstrating that it is possible to develop visually appealing video games with a unique identity without sacrificing performance.
  • Item type: Ítem , Access status: Acceso Abierto ,
  • Item type: Ítem , Access status: Embargo ,
    PROYECTO DE TITULACION EMBARGADO CON FINES DE PUBLICACION
    (Universidad Católica de Cuenca., 2026) Conde Ochoa, Gabriel
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Universidad Católica de Cuenca

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593 (07) 2-830-7512-830-8772-824-365

Email:

info@ucacue.edu.ecCentro de documentación
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