
For waste management in Asunción, Paraguay to improve, so too must the rate of public recycling participation. However, due to minimal public waste management infrastructure, it is up to individual citizens and the private sector to develop recycling solutions in the city. One social enterprise called Soluciones Ecológicas (SE) has deployed a system of drop-off recycling stations called ecopuntos, which allow residents to deposit their paper and cardboard, plastic, and aluminum. For SE to maximize the use of its ecopuntos, it must understand the perceived barriers to, and benefits of, their use. To identify these barriers and benefits, a doer on-doer survey based on the behavioral determinants outlined in the Designing for Behavior Change Framework was distributed among Asunción residents. Results showed that perceived self-efficacy, perceived social norms, and perceived positive consequences – as well as age – were influential in shaping ecopunto use. Other determinants such as perceived negative consequences, access, and universal motivators were significant predictors of gender and age. SE and other institutions looking to improve recycling can use these results to design effective behavior change interventions.

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.
Fire is a naturally-occurring disruptive ecological force that is an essential part of certain ecosystems, and has historically been a tool used by indigenous fire stewards to maintain the health of the land. In the past century, fire has been severely suppressed throughout many areas of the Western United States as Western colonization and the suppression of native traditional ecological knowledge took place, causing a severe decline in ecosystem health and the accumulation of flammable vegetation, which has more recently contributed towards a frequency of catastrophic, high-intensity wildfires. Current fire management challenges include balancing social and ecological perspectives. In Colorado and other areas of the country, community wildfire protection plans (CWPP) are evolving as a means to involve a variety of community stakeholders in fire management decisions. Using Colorado CWPP boundaries as a social management unit and endangered species ranges as an ecological management unit, I analyzed the spatial overlap of these different factors. Since each CWPP has its own fire management policies, I drew implications from the results for which important factors different CWPPs should consider.
Surveys have shown that several hundred billion weather forecasts are obtained by the United States public each year, and that weather news is one of the most consumed topics in the media. This indicates that the forecast provides information that is significant to the public, and that the public utilizes details associated with it to inform aspects of their life. Phoenix, Arizona is a dry, desert region that experiences a monsoon season and extreme heat. How then, does the weather forecast influence the way Phoenix residents make decisions? This paper aims to draw connections between the weather forecast, decision making, and people who live in a desert environment. To do this, a ten-minute survey was deployed through Amazon Mechanical Turk (MTurk) in which 379 respondents were targeted. The survey asks 45 multiple choice and ranking questions categorized into four sections: obtainment of the forecast, forecast variables of interest, informed decision making based on unique weather variables, and demographics. This research illuminates how residents in the Phoenix metropolitan area use the local weather forecast for decision-making on daily activities, and the main meteorological factors that drive those decisions.
Globally, the incidental capture of non-target species in fisheries (bycatch) has been linked to declines of ecologically, economically, and culturally important marine species. Gillnet fisheries have especially high bycatch due to their non-selective nature, necessitating the development of new bycatch reduction technologies (BRTs). Net illumination is an emerging BRT that has shown promise in reducing bycatch of marine megafauna, including sea turtles, cetaceans, and seabirds. However, little research has been conducted to understand the effects of net illumination on fish assemblages, including bony fish and elasmobranchs (i.e. sharks, rays, and skates). Here, I assessed a 7-year dataset of paired net illumination trials using four different types of light (green LEDs, green chemical glowsticks, ultraviolet (UV) lights, and orange lights) to examine the effects of net illumination on fish catch and bycatch in a gillnet fishery at Baja California Sur, Mexico. Analysis revealed no significant effect on bony fish target catch or bycatch for any light type. There was a significant decrease in elasmobranch bycatch using UV and orange lights, with orange lights showing the most promise for decreasing elasmobranch bycatch, resulting in a 50% reduction in bycatch rates. Analysis of the effects of net illumination on elasmobranch target catch was limited due to insufficient data. These results indicate that the illumination of gillnets may offer a practical solution for reducing fish bycatch while maintaining target catch. More research should be conducted to understand the effects of net illumination in different fisheries, how net illumination affects fisher profit and efficiency, and how net illumination affects fish behavior. Further optimization of net illumination is also necessary before the technology can be recommended on a broader scale.
In 2020, the world was swept by a global pandemic. It disrupted the lives of millions; many lost their jobs, students were forced to leave schools, and children were left with little to do while quarantined at their houses. Although the media outlets covered very little of how children were being affected by COVID-19, it was obvious that their group was not immune to the issues the world was facing. Being stuck at home with little to do took a mental and physical toll on many kids. That is when EVOLVE Academy became an idea; our team wanted to create a fully online platform for children to help them practice and evolve their athletics skills, or simply spend part of their day performing a physical and health activity. Our team designed a solution that would benefit children, as well as parents that were struggling to find engaging activities for their kids while out of school. We quickly encountered issues that made it difficult for us to reach our target audience and make them believe and trust our platform. However, we persisted and tried to solve and answer the questions and problems that came along the way. Sadly, the same pandemic that opened the widow for EVOLVE Academy to exist, is now the reason people are walking away from it. Children want real interaction. They want to connect with other kids through more than just a screen. Although the priority of parents remains the safety and security of their kids, parents are also searching and opting for more “human” interactions, leaving EVOLVE Academy with little room to grow and succeed.
The COVID-19 Pandemic has provided a challenge for educators to create virtual learning materials that are engaging and impactful during times of high stress and isolation. In this creative project, I explore the variety of virtual tools and web applications from Esri by creating a Story Map on the Verde River Watershed. This Story Map is intended for an audience of students in late middle school and early high school but can be a resource to teachers for a wider age range. The integration of interactive technology and virtual tools in educational practices is likely to continue past the immediate circumstances of the COVID-19 pandemic. The purpose of this Story Map is to showcase one of the many uses for geospatial web applications beyond the immediate realm of GIS.