Published on in Vol 13 (2025)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/66781, first published .
An Integrated Model for Circular Waste Management Using the Internet of Things, Semantic Web, and Gamification (Circonomy): Case Study in Indonesia

An Integrated Model for Circular Waste Management Using the Internet of Things, Semantic Web, and Gamification (Circonomy): Case Study in Indonesia

An Integrated Model for Circular Waste Management Using the Internet of Things, Semantic Web, and Gamification (Circonomy): Case Study in Indonesia

Journals

  1. Zhang J. Toward sustainable and green economics: community at the core. Sustainable Communities 2025;2(1) View
  2. Arévalo-Tuesta J, Morales-Romero G, Quispe-Andía A, Trinidad-Loli N, León-Velarde C, Arones M, Aybar-Bellido I, Chamorro-Atalaya O. Acceptance of a Mobile Application for Circular Economy Learning Through Gamification: A Case Study of University Students in Peru. Sustainability 2025;17(21):9694 View
  3. De Sousa Pereira M, Carneiro Gonçalves M. Desenvolvimento de Protótipo de Software para Gestão de Resíduos Perigosos em Laboratórios de Ensino e Pesquisa nos Campi da UnB. Revista de Gestão e Secretariado 2025;16(11):e5382 View