TECNO SABER 3000 CA
- For-profit, including B-Corp or similar models
- Venezuela, RB
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Tecno Saber 3000 C.A. is a company dedicated to research in the field of renewable energies, the chemical industry, biomedicine and the development of educational products to improve science education. Tecno Saber 3000 C.A.'s purpose is to provide our customers with solutions through the integration of products of high technological level, expanding our offer all over the world, based on the creation of technologies of high prestige and an organizational structure based on discipline, organization, work and intelligence for the approach of the required solutions.
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Our Values
- Love for Education
- Commitment
- Ethic
- Client Orientation
- Adaptability to Change
- Integrity
- Innovation
- Professionalism
In Tecno Saber 3000 C.A. we strive to become the most attractive technology company for professionals, public and private institutions that want to transform society and the technological partner for companies that need to incorporate technologies to improve and optimize their business in a competitive and industrial way as well as in sustainable and harmonious organizational growth with the environment.
Our educational products for the teaching of science; has the intention to innovate in the production of educational technologies that tend to have a direct impact on school efficiency and the quality of education in each country. The didactic games produced are designed as tools to help teachers, as a complement to their pedagogy and to considerably increase the resources of access and presentation of contents for students with innovative tools of access to information and knowledge.
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The social purpose is above all to ensure equality of conditions, i.e. equity. It has been demonstrated for many years that what most protects a person from being poor is the number of years of studies passed in the formal education system, i.e., the more years a person studies, the closer he/she gets to the baccalaureate, the less likely he/she will be to be poor.
- Product
- Venezuela, RB
- No
- Pilot
The technologist Olinto Rosales is the technological, scientific and educational referent of our company's products; his inventive capacity to generate new and unexpected solutions defines him as our great leader.
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Technologist Olinto Rosales has maintained the functionality and integrity of our organization even in the most difficult moments, inviting perseverance and setting an example of determination and mettle in the most necessary moments.
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Technologist Olinto Rosales is a reference in our country as an innovator in the service of science education.
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In the last 20 years, Tecno Saber 3000 has been present with its educational products in more than 5000 spaces dedicated to science education (Schools, High Schools, Universities, Research Centers and Scientific and Educational Congresses).
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The educational and pedagogical inventiveness of our company's employees has allowed us to develop various educational tools, from toys to simulators; these tools have given us the necessary experience to learn from children, young people and adults about the expectations and values that society has about scientific work and the beneficial use of technology in our society.
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It has been years of effort and dedication not only to transmit and promote our ingenuity and knowledge, but also to learn to listen to the opinions of those who benefit from our educational products.
Throughout the years our president, Technologist Olinto Rosales, thanks to our educational products has received several awards and recognitions, among which stand out:
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2013 Silver Medal and Second Place of Honor" as second most outstanding work for the project: "3D Atom and Molecule Simulator"; in the Science, Technology and Innovation Award "Dr. Humberto Fernández-Morán" of the Municipality Libertador-Caracas.
2012 Winner of Gold Medal and first place of Honor, as the most outstanding work of the project: "Mundo Atómico"; in the Science, Technology and Innovation Award "Dr. Humberto Fernández-Morán" of the Municipality Libertador-Caracas.
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2008 Nominated for the International Award "Science in Action" in Valladolid-Spain, with "Didactic materials for the teaching of science".
2007 Nominated to the FUNDACITE ARAGUA award "Honor to the technological merit of Aragua state, mention in education" by the permanent commission of education, culture, sports and youth of the Legislative Council of Aragua state.
2002 Special award from the Fundación para la Innovación Técnica Grupo Merand, for the project "Simulador Virtual de Átomos", in the VI Salón de Innovadores Eureka-Universia, held at the Universidad Tecnológica del Centro 2002.
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Due to the transcendence of our products in the educational and research area, in 2014 the president of the company, Technologist Olinto Rosales, was accredited as a Class A Innovator by the PEII-2014 research and innovation stimulus program of the People's Ministry for University Education, Science and Technology of Venezuela.
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To learn more about our beautiful activities with our student and professional communities visit the following link:
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"Educational Interfaces I.E.", Educational Electronic Toys.
There are still adults who think that when children play, they are wasting their time. The truth is that play plays an important role in the personal development of our children, since they learn to know themselves and others, discover the world around them, and develop skills and abilities that prepare them for life in a pleasant way. Thanks to play, children set in motion the mechanisms of their imagination and develop their creativity. Play is also one of the best methods of learning, since what is learned through play is associated with fun and is therefore easier to remember. Experts agree that it is a fundamental part of a child's cognitive (intellectual) and affective (emotional) development. It is during the process of play that children put into practice the social skills they have acquired, learning to socialize.
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The objective of the game should always be focused on the child's amusement, but that does not prevent it from combining other instructive factors. Obviously not all didactic games have the same educational value; they will be more beneficial to the extent that they promote the child's own creativity and participation. Jigsaw puzzles represent a simple, traditional game, but one that develops children's intellectual, analytical and creative abilities.
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Our electronic toys are designed as tools to help teachers, as a complement to their pedagogy and to considerably increase the resources for accessing and presenting content. For students, they will be tools for accessing information and knowledge, for their own production and expression of what they have learned.
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According to a study published by the University of Granada-Spain, it was revealed that educational games can even condition children's future employment. Therefore, the production of didactic games that guide and awaken in children vocations towards science, technology and the valuation of our natural resources will ensure the type of citizen we require for the development of our countries.
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Children's learning, especially at an early age, often presents difficulties in certain subjects, due to the various distractions to which they are exposed both at school and at home. This also represents a problem for parents, who have not received adequate preparation in this field. Based on the existing problems and aware of the need for new pedagogical methods that promote a more fun instruction, full of colorful elements and interactive activities that stimulate the minds of the little ones, the idea of developing electronic toys called "Educational Interfaces I.E."
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Without a shadow of a doubt, education cannot go backwards because we are constantly progressing in all areas: technological, scientific and cultural. Everything is advancing towards better ends but it is not fully exploited. The conditions of life today are the result of the knowledge with which we are operating our lives. To have more and better results, it is essential to have more and better knowledge.
The "Educational Interfaces I.E." are didactic instruments configured as electronic hardware-software toys (the set that allows the human to understand the binary code and the machine to read the human instruction). The hardware consists of a plastic toy whose surface has buttons and three-dimensional parts sensitive to touch (see image below), which interact with the computer thanks to an electronic circuit or controller card that allows the software to process the user's commands and explain the educational contents of the electronic toy on the computer monitor.
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Image 1.-Hardware of the Plant Cell Educational Interface buttons (1) and three-dimensional touch-sensitive parts (2).
This hardware can be connected via USB port, wifi or Bluetooth to the computer, TV, Tablet and smartphones among others (see image 2).
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Image 2.-Interconnectivity of the Educational Interfaces Hardware allows them to connect via USB wifi or Bluetooth port to the computer, TV, Tablet and smart phones among others.
The ""Educational Interfaces I.E." software; in an educational program designed to facilitate the teaching and learning processes, combines the modality of Computer Aided Instruction and open educational concept emphasizing creative learning. The resulting software preliminarily presents a sequence of content to be learned and then through game-based sections and hands-on activities provides a virtual exploration and construction environment, also known as "explora". The management of such learning environments requires greater skill on the part of the educator; since in this case, his role will not be to teach content but to point out the learning strategies that the student finds valuable (in approaching a particular project) and help him transfer them to other contexts.
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Educational interfaces use non-directive programs, in which the computer takes on the role of a laboratory or instrument at the disposal of the initiative of a learner who asks questions and has a freedom of action limited only by the rules of the program. The software does not judge the learner's actions, it merely processes the data he enters and displays the consequences of his actions on an environment. Objectively there are no errors, only disagreements between the effects expected by the learner and the actual effects of his actions on the environment. The notion of failure is not implicit. The error is simply a working hypothesis that has not been verified and must be replaced by another. In general, they follow a cognitivist-inspired pedagogical model, promote learning through exploration, favor reflection and critical thinking, and encourage the use of the scientific method. The software communication environment (see image 3) through which the programs establish a dialogue with their users is based on screens through which the program presents information to the children.
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For more information about the software see the following link:
Initially we will produce 7 models of educational interfaces named as follows:
1.-The Solar System:
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2.-The Plant Cell:
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3.-The Atom:
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4.-The Animal Cell:
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5.-The DNA:
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6.-The Viruses
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7.-The Human Brain:
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- Primary school children (ages 5-12)
- Rural
- Poor
- Urban
- Low-Income
- Middle-Income
- Other
- Level 1: You can describe what you do and why it matters, logically, coherently and convincingly.
Our educational toys have been validated by the Ministry of Popular Power for Education of Venezuela, the highest authority in Education. After being evaluated and validated by the Venezuelan Ministry of Education with the help of CENAMEC (National Center for the Improvement of Scientific Education), an entity attached to the Ministry and authorized to issue its validation.
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This validation certificate was signed by:
1.- Dr. in Education mention in Educational Technology Professor Omaira Bolivar
2. Degree in Biology as researcher Professor Carmen Álvarez.
3. Degree in Mathematics as researcher Professor Mirian Meza.
4. Degree in Physics as Researcher Professor Héctor Velazco.
Representatives of the National Center for the Improvement of Science Education CENAMEC, an entity attached to the People's Ministry of Education of Venezuela and in charge of issuing this type of validations.
It is worth mentioning that the validation certificate states: "We consider, when evaluating the proposal, that these didactic games can considerably increase the level of attention, perception, reasoning capacity, creativity and memory of the students"....
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This important document also states: "In addition, this instrument, of massive application in our educational system, can contribute significantly to the formation of a greater number of scientists in the country, since it represents an innovative proposal to encourage new generations to study and love science".....
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It is necessary to consider the introduction of science and technology education as a key element of the general culture of future citizens, preparing them to understand the world in which they live and to make the necessary decisions. This conviction leads us to demand the incorporation of science education into compulsory education. But this demand must be linked to a new approach to science education that guarantees quality science education with equity.
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The importance of science education in today's society is now fully recognized. This recognition has led to propose the introduction of science education at an earlier age. It is important that children and adolescents become aware of the rich implications and impact of science in everyday life. By building their scientific culture, these children and adolescents develop their individual and social personality.
After being evaluated and validated by the Venezuelan Ministry of Education with the help of CENAMEC (National Center for the Improvement of Scientific Education), an entity attached to the Ministry and authorized to issue its validation, it was determined that our toys provide a number of educational benefits, among which we can mention:
1. They increase the level of attention, perception, reasoning capacity, creativity and memory of students.
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2. They develop in a more complete and enjoyable way all the scientific subjects that are taught in school classrooms.
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3. Increase the productivity and efficiency of the teaching process.
4. They increase the effectiveness with respect to learning results.
5. They reduce the level of abstraction of science.
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6. They represent a great solution for teaching quantum mechanics.
7. They make learning more permanent.
8. They take advantage of emotional states and the senses.
9. Maximize the potential of the study and research environment.
10. They are products elaborated with export quality that would have as clients and beneficiaries the main educational centers and schools of the world.
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11. They reduce the average time of permanence to finish the content of a subject: physics, chemistry, biology...
12. They allow students to pass more easily.
13. They provide the opportunity to acquire knowledge, skills and applicable abilities.
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14. They use methodologies that increase students' active participation.
15. Decrease the effort of preparation of the subject.
16. Decrease the attrition rate.
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17. They improve the student's intrinsic motivation.
18. Its massive application in any educational system can contribute significantly to the formation of a greater number of future scientists in the world, thanks to the fact that it stimulates new generations to study and love science.
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Additionally, an educational web portal (educational social network) called www.ie.com will be created. This will be a web page that will offer multiple services to the members of the educational community (teachers, students, school managers and families): information, data search tools, didactic resources, interpersonal communication tools, training, counseling, entertainment and educational content; it has been considered as a valuable and innovative way to enhance the use and global reach of our educational products.
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For the future our business is to develop and achieve mass production of our most modern version of educational toys called "Educational Interfaces I". E." to be marketed worldwide and generate a new ecosystem of access to knowledge that uses technology as a support for teaching and for the extension and expansion of students' cognitive capacities, making knowledge a link of union in the world.
Educational technologies are in vogue and many schools have well-equipped computer labs. But there is a risk of turning computing into just another subject. This is why it is worth asking: How can we relate efficiency and quality to educational technologies? Well, studies show that among the characteristics of schools that manage to be effective, there are three that can count on the support of educational technology as a tool: the use of time, pedagogical diversity and openness to innovations.
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The use of educational videos and computer programs in the classroom gives teachers multiple alternatives to leave the chalk and blackboard monopoly and diversify their pedagogy. This implies a planning and preparation of the class that allows to increase the effective learning time of children and generates a climate of openness to innovation. All of the above not only points to greater equity in the use of educational technologies, but can also have a more direct impact on school efficiency and the quality of education.
The optimal use of educational technologies to ensure that they are oriented towards greater educational equity and quality requires several conditions. One is, as already mentioned, that educational technologies should not be conceived as an additional subject, but as a tool for teachers, as a complement to their pedagogy and to considerably increase the resources for access to information and knowledge, and also for their own production and expression of what they have learned.
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Society as a whole, together with the state, should concentrate resources and efforts on programs oriented to the concept described above: Educational technologies? Yes, they are indispensable for greater social justice and better quality of our education, but as a means and not as an end in itself. In education, it is possible and indispensable to reach national agreements on specific issues, until we reach a great social agreement.
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Given the large amount of capital being invested in the education technology sector and the high stakes involved, it is important to put modern technology at the center of education technology. Educational technology companies must incorporate modern technology and tools to revolutionize education. It is for this reason that our organization is committed to solidify all our experience and trajectory in the development of educational products, and concretizes the initiative of a LEAP project, which allows us to promote, improve and project our educational tools as a frame of reference from which technological advances such as electronics, computer science and simulation, among others, can be put at the service of education.
1-Which are the production technologies that would make our electronic toys cheaper?
2- What would be the manufacturing standards to consider the United States as a market for our electronic toys?
3- Which companies in the United States could become our commercial partners to produce and distribute our electronic toys?
- Foundational research (literature reviews, desktop research)
- Formative research (e.g. usability studies; feasibility studies; case studies; user interviews; implementation studies; process evaluations; pre-post or multi-measure research; correlational studies)
The research findings and recommendations in how many of the study designs we expect will strengthen our empirical base on the following items of importance to us:
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Improving access: Research findings and recommendations that strengthen our educational products to increase their ability to break down geographic barriers and provide access to quality education to learners around the world. The ability of our products to enable and enhance distance learning, allowing students to access educational resources and participate in courses from anywhere, regardless of their location.
Personalized learning: Research findings and recommendations that increase the ability of our educational products to facilitate personalized learning experiences by adapting to individual learner needs and preferences. Research findings and recommendations that enable us to derive and understand intelligent algorithm models and data analytics, so that our educational technology can provide personalized content, assessments and feedback, ensuring that learners receive tailored instruction and support.
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Increased student engagement: Research findings and recommendations that leverage the interactive and multimedia elements of our educational technologies to further capture student attention and improves student engagement. Research findings and recommendations that allow us to obtain and learn about models of learning platforms with virtual reality and/or augmented reality applications; that create more immersive experiences for our products that in turn make learning more enjoyable and memorable.
Access to more resources: Research findings and recommendations that will enable us to incorporate into our educational products additional resources such as textbooks, online libraries and other multimedia resources that provide a wealth of information and learning materials at the fingertips of students using our electronic toys. Research findings and recommendations that allow us to refine our educational technology to enable educators to organize and deliver a wide range of resources that further enrich the learning experience and accommodate different learner styles.
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Real-time evaluation and feedback: Research results and recommendations that allow us to incorporate into our educational technology tools; the ability to provide immediate and even real-time feedback on assignments, tests and assessments, enabling students to track their progress and identify areas for improvement.Real-time data analysis provides feedback to educators, allowing them to adjust their teaching strategies and provide targeted support.
Flexibility and self-paced learning: Research findings and recommendations that allow us to incorporate software tools that enable learners to progress at their own pace and choose their learning path. Research findings and recommendations on online course models, tutorials and online quizzes enable self-directed learning, empowering students to take ownership of their education and explore topics of interest to them in depth.
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Collaborative learning: Research findings and recommendations that allow us to incorporate strategies to foster collaboration among students in our educational products, allowing them to connect and work together on projects regardless of their physical location. Research findings and recommendations that allow us to learn about models of collaborative platforms and tools that foster teamwork, communication and the development of essential social and collaborative skills.
We believe that by applying the research findings and recommendations in terms of study designs, we will be able to define and complete the design of our products with the power to transform education by leveraging the advantages of technology to create inclusive, engaging and effective learning environments. By combining the expertise of the educators working in our company with the capabilities of the technologies and recommendations provided by our LEAP project, we will have 100% of the potential needed to revolutionize education and prepare students for the challenges of the future; developing efficient and effective designs with a comprehensive set of tools and functions applied to our educational products to enhance the capabilities of teachers and schools.
By leveraging and applying research results to the survey, study, proposal, modeling and research capabilities of the assessment tools, collaborative learning functions, virtual dynamics tools and platform data analysis, we will efficiently enable our educational products to provide educational institutions with the ability to improve teaching methodologies, gather valuable information, promote student engagement and improve the quality of instruction.
We strategically believe that by applying the research findings and recommendations for study designs, we will be able to increase the cost-effectiveness of our educational products. Although our products may require an initial investment, our educational technology can provide long-term cost savings by reducing the need for physical textbooks, materials and classroom resources. They also enable scalability, as digital resources can be easily shared and distributed to a large number of students.
Thanks to all the information provided by our LEAP project, we will ensure that our educational technology achieves the necessary potential to overcome educational gaps and address inequalities in access to quality education.Implementing new educational technologies can be an exciting and transformative process when a strategic approach is followed. Our company's strategic approach involves maximizing profits while proactively addressing challenges. The strategy here lies in finding innovative solutions to overcome obstacles and ensuring that our new educational technologies continue to be a positive force in the evolution of education.
From the point of view of the institutional design of education, new technologies allow for a very important change where the traditional idea of the educational system is redefined. In this context, the transcendental relationship between education and new technologies is important from the point of view of their impact on the socialization process of the new generations and their impact on the learning process of school curricular contents. With the improvement of our educational products, we intend to show the possibility of undertaking a new path to understand our countries: a new path that starts from a sociological, cultural, historical, scientific, technological and objective analysis of reality without prejudices or preconceptions. But also a new path that seeks to overcome a critical historical situation (the high level of ignorance among our citizens). This new path starts from the idea that knowledge of social reality can only be acquired if at the same time it is being transformed by political action that supports the development of education. . The key to development lies in education; it is the strategic variable that gives back to society what it needs.
It is necessary to leave aside the disjunctive of investment or expense when it comes to education, since this is an investment that is seen over time, with our educational products we set the goal of preparing the population to live in the society of the future, what other countries have done in a more relaxed way in Latin America we have to do it faster.
Based on the existing problems and aware of the need for new pedagogical methods that promote a more fun instruction, full of colorful elements and interactive activities that stimulate the minds of children, our company after the opportunity to participate in the LEAP project, idea of developing an industrial complex called "Fabrica de Interfaces Educativas I.E.", to mass produce our electronic toys.
The industrial complex would have an approximate construction area of 200,000.00 m2, which includes sheds and industrial facilities, road adaptation and social and community works, as well as future expansion areas. The industrial complex will be located in the Guere Industrial Zone, in front of the Maracay-La Encrucijada Turmero-Aragua railroad station, via Santa Cruz. Finally, the area chosen for this project has numerous companies in the plastics and metal-mechanic sector related to the manufacture of plastic injection molds, is located in the center of the country and just a few minutes from the central regional highway. It is a site that produces the least amount of tons-kilometers in the entire production and distribution process.
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Technologist