1 INTRODUCTION
The online work is based on being able to perform
daily tasks from any physical location, these theories
applied to the development of systems covers a wider
spectrum, by the optimization of time for the benefit
of the progress of projects, in order to meet these
expectations that help to organize and develop
computer projects, it is necessary to have a stable and
high speed network in order to be always connected
as well as to share resources among team members, if
you work with a wireless network it is advisable to
have a connection based on a WIFI 6 network, where
you can fully exploit the online work (Auccahuasi et
al., 2021a; Auccahuasi et al., 2021b).
Making a review of the literature we found works
where the last technologies are applied for the benefit
of the development of computational systems, such as
the use of VR technology applied to different areas,
in this case it was applied to physical education where
the objective is teaching, processes and methods,
where it has combined the connotation and
characteristics of VR technology, in order to perform
the analysis on the application of physical education
in order to expand the form of teaching reaching
students directly (Han, 2020). We also found works
referred about the consistency about a 3D mobile
application used for learning the use of the Bubble
Sort sorting algorithm, increasing the interactivity
and interest of students for the use and learning for
which a Virtual Reality technology and VR headsets
are proposed, where the design is based on the
concepts of gamification applied to the easy learning
process, applied to students where effective results
have been seen about the application of this learning
methodology where it has been designed in Unity
editor with C# scripts to implement the functionality
(Nicola et al., 2018).
We found works referred about IoT applied to the
different fields such as education, where augmented
and virtual reality (AR/VR) was applied, where it is
applied to a new dimension with IoT capability in
order to connect and use a digital information to
various physical devices by using a specialized
software and hardware in AR / VR applied to the real
world without any problem, generating a unique
experience enabling a range of functions such as
R&D, manufacturing, production and field services,
with aspects of smart education helping educations in
a positive way, a prototype has been developed with
the implementation of AR in IoT used in a general
way for both students and teachers (Paul et al., 2019).
We found works referred about the emerging
development of virtual reality (VR), through a head-
mounted device (HMD) VR that is applied to various
fields, in the area of education has been applied a
multimedia design of VR, for which has been
developed a virtual reality game in real English that
is played with VR HMD, called VR Life English
(VRLE), which has 2 play modes one is played with
voice and subtitles, and the other has only voice, for
the study conducted the VRLE was analyzed about
the performance of learning, immersion and
excitement of students, where high school students
from 2 classes have been included in the experiment
individually and mixed about the design of virtual
reality serious game (Yang et al., 2018).
We found works referred about simulations
applied to undergraduate nursing education applying
low-risk experiences in order to expose pre-licensure
students to clinical environments where the
development of knowledge and skills necessary for
patient care are located, the simulation was performed
through virtual reality (VR) applied to clinical
education, so the application on epistemic network
analysis (ENA), a technique of quantitative
ethnography (QE) with which the nursing educator is
modeled facilitated clinical judgment with which has
promoted quality education and safety of nurses,
applied via the use of Simulation Learning System
with Virtual Reality (SLS with VR), the simulation
was applied from October to November 2020 to 2nd
year nursing students where they practice basic
assessment and care management (Shah et al., 2021).
We found works referred about the design,
implementation and an initial evaluation of an
edutainment application called Virtual Environment
Interactions (VEnvI), considered as an application for
students to learn computer science concepts through
the process of choreographing the movement of a
virtual character using a fun and intuitive interface,
for which an exploratory study was applied with 54
participants, applied to a summer camp in order to
promote the participation of women in science
(Parmar et al., 2016).
We found works referred about the IT tool used in
cognitive info communication which support about
educational skills starting from the mathematical
point of view with the use of edu-coaching, 3D/VR
considered as a valuable method where engineering
knowledge is applied to solve problems, where edu-
coaching is considered as an alternative with which
can improve the efficiencies about education with the
application of disruptive technology through a
cooperative learning environment 3D VR, where ICT
have improved the effectiveness of learning,
motivation and creativity (Kovari, 2018). We found
works referred about low-cost VR applications