Modelo prolab: “Yachasun”, una propuesta de implementación de un centro de recreación y aprendizaje para el adulto mayor en Lima Metropolitana
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2023-05-05
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Pontificia Universidad Católica del Perú
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El problema identificado para la presente tesis es la reducida oferta de soluciones que
brindan al adulto mayor un espacio en donde pueda entablar relaciones significativas, pueda
volver a sentirse útil y se involucre con la sociedad y familia. Esta problemática se produce en
un contexto en que la proporción de adultos mayores en el Perú se viene incrementando y
existe una mayor visibilidad sobre los males que aquejan a esta población como lo son: la
degeneración de la salud y pérdida de la capacidad cognitiva, la pérdida del sentido de
pertenencia y utilidad dentro del círculo social y los limitados recursos económicos.
Para lograr diseñar una solución para esta problemática, se utilizaron herramientas
como: El Lienzo 6x6, El Lienzo Blanco de Relevancia y el Lienzo de Costo-Impacto. De este
modo, se evaluaron las ideas propuestas desde diferentes aristas y se definió como la solución
elegida el desarrollo de un Centro Recreacional y de Aprendizaje para el adulto mayor. Este
servicio consiste en ofrecer un espacio presencial y virtual en el que se dicten talleres, se
lleven a cabo actividades recreativas y en el que se facilite la socialización e integración en la
sociedad de los adultos mayores.
Para evaluar la deseabilidad del modelo de negocio se desarrollaron ocho hipótesis
relacionadas al grado de satisfacción que produce nuestra solución en los clientes. Para probar
estas hipótesis, se realizaron simulaciones de los talleres que se dictarán y así se logró evaluar
la experiencia de los clientes durante el servicio. Con respecto a la factibilidad y viabilidad
del negocio, se evaluaron la eficiencia del Plan de Marketing y la rentabilidad generada por
los flujos de caja futuros de la empresa mediante simulaciones de Montecarlo.
Finalmente, se determinó que el proyecto requiere de una inversión inicial en activo
fijo de USD $100,000 y a través de la metodología del descuento del flujo de caja proyectado
se halló un VAN financiero de USD $1,971,484. Además, este proyecto impacta
positivamente en los objetivos de la ODS 3 y la ODS 8, ya que a través de la socialización
busca reducir las probabilidades de que los adultos mayores contraigan enfermedades
mentales y, al mismo tiempo, les brinda herramientas para integrarse a la sociedad
promoviendo el crecimiento económico. Por lo tanto, se concluye que nuestra propuesta es
relevante en el contexto del adulto mayor en el Perú., se recomienda profundizar y promover
la digitalización del adulto mayor como vehículo para su integración a la sociedad moderna.
The problem identified for this thesis is the limited offer that provides the elderly with a space where they can establish meaningful relationships, feel useful and get involved with society and family. This problem is relevant in today's context because the proportion of elders in Peru is increasing and there is also a greater awareness about the situations that affect old people like: illness, lesser social relationships and limited economic resources. 6x6 Canvas, Blanco de Relevancia Canvas and the Cost-Impact Canvas were used in order to design a solution for the problem described above. As a result, the creation of a recreational and learning center for the elderly was defined as the final solution. This center will create a physical and virtual environment for the elderly to learn new skills, enjoy leisure activities and establish new relationships. Eight hypotheses were tested through experiments in order to assess the desirability of the proposed business model. Regarding the feasibility and viability of the business, the efficiency of the Marketing Plan and the future cash flows of the company were calculated and tested through Monte Carlo simulations. Finally, this project requires an investment in capital assets of USD $100,000 and through the projected cash flow method, we have calculated a VAN of USD $1,971,484. In relation to the social impact, our objective is to reduce the mental illness in the elderly and to reintegrate them into society, that way we seek to cause a positive impact in the Sustainment Development Goals 3 and 8. To conclude, our proposal is relevant in today’s elderly context in Peru. Theremore, the tests and simulations have proved the desirability and feasibility of the proposed solution. However, it is recommended to deepen and promote the digitization of the elderly as a vehicle for their integration into modern society.
The problem identified for this thesis is the limited offer that provides the elderly with a space where they can establish meaningful relationships, feel useful and get involved with society and family. This problem is relevant in today's context because the proportion of elders in Peru is increasing and there is also a greater awareness about the situations that affect old people like: illness, lesser social relationships and limited economic resources. 6x6 Canvas, Blanco de Relevancia Canvas and the Cost-Impact Canvas were used in order to design a solution for the problem described above. As a result, the creation of a recreational and learning center for the elderly was defined as the final solution. This center will create a physical and virtual environment for the elderly to learn new skills, enjoy leisure activities and establish new relationships. Eight hypotheses were tested through experiments in order to assess the desirability of the proposed business model. Regarding the feasibility and viability of the business, the efficiency of the Marketing Plan and the future cash flows of the company were calculated and tested through Monte Carlo simulations. Finally, this project requires an investment in capital assets of USD $100,000 and through the projected cash flow method, we have calculated a VAN of USD $1,971,484. In relation to the social impact, our objective is to reduce the mental illness in the elderly and to reintegrate them into society, that way we seek to cause a positive impact in the Sustainment Development Goals 3 and 8. To conclude, our proposal is relevant in today’s elderly context in Peru. Theremore, the tests and simulations have proved the desirability and feasibility of the proposed solution. However, it is recommended to deepen and promote the digitization of the elderly as a vehicle for their integration into modern society.
Descripción
Palabras clave
Negocios--Planificación, Aprendizaje (Educación), Calidad de vida--Aspectos sociales, Adulto mayor--Aspectos psicológicos, Cognición
Citación
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