
This paper aims to describe the software architecture used for the development of Cultiventura, tool that provides technology resources to support the formation of cultural identity in the teaching-learning process through technology of videogame and augmented reality for students of fourth, fifth and sixth elementary school. The design method of architecture in the context of an agile software development process is described. The results indicate that applying the model based on architecture has allowed us to develop the application with better management from the conceptual vision to the software artifact, understanding more appropriately as the essential features are implemented in the organization of the elements Cultiventura taking advantage of the interactive features of the technology to insert cultural concepts that allow students to bring cultural identification through fun and learning.
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