Sustainable development is a global objective that aims to address the societal challenge of climate action, the environment, resource efficiency, and raw materials. In this sense, an important strategy is the promotion of green packaging, that is, the use of sustainable materials and designs for the packaging of goods. In recent years, many research works have been published in the specialised area covering the different perspectives and dimensions of green packaging. However, to our knowledge, no previous investigations have analysed the research activity on green packaging from business and consumer perspectives. The present study intends to fill this gap by analysing all of the publications found in the Scopus database with the help of visual analytic tools, including word clouds and Gephi network visualization software. More specifically, our study analyses the impact of green packaging from business and consumer viewpoints, including some specific issues such as the design and materials used in green packaging, green packaging costs, marketing strategies and corporate social responsibility related to green packaging, and the impact of green packaging in waste management, the circular economy, logistics, and supply chain management. The results obtained reveal the growing interest of scholars and researchers in all of these dimensions, as is made patently clear by the increasing number of journal publications in recent years. The practical implications of this study are significant, given the growing awareness among companies and consumers about the importance of the promotion of sustainable development through green packaging alternatives. More specifically, the results of this research could be very useful for all of those agents who are interested in learning about the main lines of research being developed in the field of green packaging.
Creating smart tourism destinations requires innovative solutions which cover the main pillars of sustainability as sociocultural, environmental, and economic aspects, in order to spread the cultural heritage of these tourist destinations to their visitors. One of the most demanded approaches by the new hyper-connected visitors is the expectation of plunging and becoming a short-term resident to receive a real experience during their visit. Therefore, the scope of this research covers the objective of designing an innovative communication channel between a visitor and a point of interest (POI), which in turn allows agile experiences to be built and provided and increases the dissemination of cultural heritage through new technologies, considering the real needs of the territories and the new digital visitors. In order to address these topics, this paper proposes an innovative and co-created progressive Web-App for visitors called Be Memories in order to spread the intangible heritage of a tourist destination, where the content is co-created by residents of the destination. The tool has been tested in Ceutí, a Spanish village with a high cultural value, which needs to be disseminated through new innovative tools. The trial was launched during local festivities of the village using an Internet of Things device, called a Smart Spot, to establish a communication channel between the visitor and POI. The results of the test were measured using Google Analytics, the reactions of Be Memories in social networks, and the acceptance of other cities and European committees. The results have concluded that Be Memories is able to enable a local experience via agile, fresh, and crowd-sourced content that people enjoy. This channel presents a complementary level of information with respect to official sources, documentaries, and local guide tours, at the same time enabling a mechanism to promote physical visits, walking tours, and cultural heritage via low-cost and sustainable infrastructure.
25 August 2013 in Personal and Ubiquitous Computing
As the world has changed over the last decades because of the information technologies evolution, so did Marketing. Now, the major solution from the information technology evolution, i.e. Internet is being integrated with Marketing in order to reach a new generation of it, Marketing 4.0. This new generation is required, since customers are not only looking for products to satisfy their basic needs, wants, desires, and anxieties. They also need to satisfy their creativity and values such as defined in Marketing 3.0, but the most important, they also require to be part of the product, i.e. to be able to participate, interact with the products, and as a consequence of the impact from the Information technology era, be able to share their experience and check that the product really satisfies what it promises. Therefore, marketing is not moving more around the product, at the same way that Internet is not moving more around the data. Now, both Marketing and Internet are moving around the customers, powering theirs interaction with the products, considering the values from the users, and offering to them more data. This work presents the key elements from the new Marketing 4.0, its relation and extension from the Marketing 3.0, and finally several technologies from the Internet of Things to enable the interaction of the user with the products and Internet.
20 September 2023 in RIED-Revista Iberoamericana de Educación a Distancia
Este estudio aborda el desafío de la desmotivación del alumnado en la educación superior a distancia, y cómo afecta la asimilación de contenidos. Además, propone una solución innovadora a través del modelo de Atención, Interés, Deseo y Acción (AIDA) y la creación de una Escape Room Virtual. Se diseñó una Escape Room Virtual centrada en los contenidos de la asignatura Comercio Internacional. El modelo AIDA fue implementado con el fin de captar la atención de los estudiantes, despertar su interés a través de retos, mantener su deseo de aprender y promover la acción en la solución de las preguntas necesarias para pasar al siguiente nivel y obtener la recompensa. Para medir cómo los encuestados percibían esta herramienta se lanzó una encuesta autogestionada insertada al final de la Escape Room, tanto a alumnos de la UCAM como a un grupo externo de diversas nacionalidades a través de redes sociales. Los resultados muestran un incremento significativo en el compromiso y la motivación de los estudiantes, lo que se traduce en una mejor asimilación de los contenidos. La Escape Room Virtual resultó ser una herramienta eficaz para incrementar la interacción de los estudiantes con los materiales de estudio. Los hallazgos sugieren que la aplicación del modelo AIDA en la educación a distancia puede ofrecer un enfoque revolucionario para la enseñanza en la educación superior. La Escape Room Virtual, como medio para implementar este modelo, demuestra su potencial en la lucha contra la desmotivación del alumnado y la mejora en la asimilación de contenidos.
El Espacio Europeo de Educación Superior (EEES) exige el desarrollo de competencias clave para dar respuesta a las demandas de la sociedad y del mercado de trabajo. La Competencia Social incluye destrezas fundamentales para las relaciones sociales de calidad en el ámbito personal y profesional. Se identifica el Aprendizaje Cooperativo como método apropiado para lograr tal fin. En este artículo se presenta la experiencia de una investigación cualitativa durante los cursos 2009-2015 en la que se vertebra la investigación acción participativa como una técnica adecuada, puesto que investiga a la muestra, se diseña una metodología docente en base a las carencias y se vuelve a investigar la eficacia del aprendizaje debido a la metodología. Exponemos un caso en el que la investigación acción participativa ha sido aplicada al campo de la Educación universitaria en la que se asegura más la adecuación a la diversidad precisamente por la adecuación que otorga al aula investigada. Además, se exponen los resultados del análisis de esta investigación e innovación, en concreto, la percepción expresada por los alumnos acerca del grado en que el trabajo en equipo cooperativo contribuye al desarrollo de su Competencia Social tras participar en una experiencia de Aprendizaje Cooperativo. Se diseña un tipo de investigación aplicada, desde una perspectiva cualitativa, no experimental, en el ámbito de la evaluación de resultados para la toma de decisiones. Participan 126 estudiantes de Grado de primer y cuarto curso. A través de un cuestionario tipo Likert, se recoge su percepción sobre competencias emergentes al desempeño de la Competencia Social: Empatía, Consenso o Participación Democrática y Asertividad. Este estudio aporta novedad en tanto que explora sobre una muestra de estudiantes con perfiles diversos, tomando como punto de partida de manera integrada diversas variables y sobre la percepción que los propios estudiantes expresan de manera explícita. Se confirma que los estudiantes perciben que, a través del Aprendizaje Cooperativo, se desarrolla su Competencia Social. Las habilidades mejor valoradas son las que se relacionan con el ámbito cognitivo y se relega a un segundo plano otras de carácter emocional, axiológico y paradigmático.