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Artículos, libros, capítulos, patentes y desarrollo tecnológico.
127 registros · página 6 de 7
This article has two general objectives: analyze the visual identity, through the last logo of the Colombian Oil Company Ecopetrol S.A. and, establish the impact on the perception of the con- sumer, its acceptance and recognition of its ac…
The relation between cognitive style and decision strategies in contexts of economic choice have not been explored in experimental contexts. In this study, the relationship between cognitive style and decision strategies, based on alternat…
Student dropout in higher education has been of great interest to the academic community, state and social actors over the last three decades, due to the various effects that this event has on the student, the family, higher education inst…
Disinformation on social media has positioned itself as a strategy of diplomacy to intervene in the decisions of sovereign states through the use of fake news, misleading content, hate speech and deliberate falsehoods, information errors, …
Learning outcomes have been incorporated into multiple assessment systems to evaluate the level of student academic achievement. In this context, the objective of this article was defined as conceptually modeling the assessment of student …
El uso excesivo de los recursos naturales ha conducido a un cambio de paradigma en lo que se refiere al consumo —de una visión tradicional a un consumo sostenible— ligado al desarrollo de la sociedad en tres dimensiones: calidad de vida, c…
Dropping out in online higher education has multiples and interdependent causes. This paper is based on a literature review from 52 college dropout factors between 2004 to 2019. Results show that the most influential factors to online drop…
La gamificación, como estrategia didáctica en el contexto de la Educación Superior, ha permitido una actualización de los recursos que intervienen en la relación enseñanza-aprendizaje, al permitir la interacción entre el estudiante y diver…
As a result of the constant technological evolution, the current communication strategies and plans of the museums must constantly adapt their objectives since at present they cannot only be an informative channel. Today, museum ́s social …
Colombia finds itself at a moment when, after having signed peace agreements, being in obligatory isolation due to a pandemic and the adaptation to a new normality, remains an option as a tourist destination, which generates a challenge no…
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The use of virtual platforms, especially social networks, has changed the way of promoting and disseminating both brands and products in the world. This has generated the need for companies to efficiently manage their participation in them…
Due to current demands, companies must reinvent their marketing dynamics to maintain or increase brand recognition and positioning. The expansion of technological use constitutes an element to be achieved. Therefore, the main objective of …
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Para muchos estudiantes, la educación en modalidad virtual es una oportunidad de poder realizar estudios universitarios compatibilizándolos con otras actividades laborales. No obstante, el nivel de los alumnos de nuevo ingreso en materias …
Purpose: This study attempts to explore consumer’s attitudes towards sustainability and in particular, in fashion industry. It aims to explore which priority industries are for consumers in sustainability and how fashion industry is positi…
The gamification is increasing mostly in the main higher education institutions because teachers can use it to improve their teaching and learning skills and, over all, to optimize the learning scenarios. In this aspect, the main objective…