The PANTOUR Sectoral Skills Intelligence Monitor (SSIM) consists of a toolkit for collecting and analysing data to assess skills and address skills gaps on the level of the tourism and hospitality sector. The SSIM for the tourism sector is designed to identify current and future workforce skills in order to enable evidence-based decision-making around workforce strategies required to achieve sustained organisational performance and to build a capable workforce. Workforce skills, in the broadest sense, are the capabilities, competencies, qualities, talents, and knowledge that enable people to perform successfully in the labour market.
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Recently environmental education (EE) literature has been supportive of pluralistic rather than goal-oriented learning. Researchers argue that sustainability is not fixed but socially constructed and that sustainability issues should not be represented as indisputable targets. Countering this trend in environmental education research, this article argues that unsustainability should be treated as a concrete challenge that requires concrete solutions. The author will argue that there is a need for clear articulation of (1) what (un)sustainability is; (2) what are the key challenges of (un)sustainability; and (3) how the sustainability challenges can be meaningfully addressed. This article will outline a number of helpful frameworks that address obstacles to sustainability, ranging from population growth to unsustainable production and consumption practices. Solutions include investment in family planning to counter the effects of overpopulation, and alternative production frameworks, such as Cradle to Cradle that differs from the conventional frameworks. This article will conclude with the broader reflection that without goal-oriented critical learning explicitly providing sound models of sustainability, open learning may never permit transcendence from unsustainability. This article will develop a number of comprehensive frameworks targeted at solutions to sustainability issues both from ethical and practical perspectives. This is a post-peer-review, pre-copyedit version of an article published in "Environment, Development and Sustainability". The final authenticated version is available online at: https://doi.org/10.1007/s10668-014-9584-z https://www.linkedin.com/in/helenkopnina/
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This report provides an overview of the research (survey, interviews, best practices analysis) conducted to explore the significance of digital, socio- cultural, and environmental/green skills development in the Dutch tourism industry.
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Circular Economy is a novel disruptive paradigm redefining sustainability in the hospitality industry and addressing the environmental challenges set by this fast-growing impactful industry. To address these challenges, the creation of further knowledge on circular economy and its applications in the hospitality sector is fundamental, together with providing hoteliers and restaurateurs with proper skills and knowhow to tackle such challenges. Drawing on a on going pilot project on Circular Economy in Hotels in Amsterdam, the Friesland hospitality sector and the Professorship of Sustainability in Hospitality and Tourism at NHL Stenden University of Applied Sciences have set out to develop an innovative learning experimental environment in which Friesland hoteliers and restaurateurs can develop further knowledge and identify - together with students, researchers, and experts – possible key actions and strategies to implement regenerative circular processes of material up-cycling. To which extent this learning community of the Northern Netherlands contributes to develop wider knowledge on circular economy in hospitality and to identify, implement, and test innovative regenerative circular actions will be evaluated.
i-DEMO aims at supporting EU tourism professionals in acquiring and developing key competences in game-based tourism in order to foster innovation and improve overall tourism organizations’ performance by: enhancing specific skills and competences in game-based tourism; designing an i-DEMO course "Game-based Tourism"; creating an i-DEMO toolkit to apply gamification to tourism; enhancing the application and replicability potential of innovative game-based solutions.Societal IssueThe tourism and hospitality industry has rapidly evolved with technological advancements, especially through ICT and the rise of the sharing economy. Digital platforms, social media, and mobile technologies have popularized gamification in tourism, creating engaging experiences and enhancing consumer loyalty. Gamification immerses tourists in simulated travel worlds, improving satisfaction, behavior, and involvement. Benefits include increased visitor engagement, loyalty, improved marketing, and support for sustainable tourism. However, despite its potential, gamification adoption remains limited in tourism. To address this, initiatives like i-DEMO aim to enhance skills and competences, improving employability in the evolving tourism market.Benefit to societyThe benefits that gamification can offer in the travel and tourism industry are: 1: More Engaged Visitors: we must not underestimate the immersion level that games can offer to travelers; 2: Increased Visitor Loyalty: when somebody is truly satisfied with their experience, they are much more likely to come back; 3: Improved Marketing for Hospitality and Tourism: tourism and hospitality have been the biggest ones impacted by all of the lockdown restrictions; consequently they are using all kinds of marketing methods to motivate people to start travelling; 4: Sustainability: gamification could help promote more environmentally, socially and culturally sustainable forms of tourism, supporting the twin green and digital transition.
Plastic waste is one of the largest environmental problems in the 21st century. By 2050, up to 12,000 Mt of plastic waste is estimated to be in landfills or in the natural environment. Biochemical recycling by using modified microbial enzymes have shown potentials in the back-to-monomer (BTM) recycling of polyethylene terephthalate by breaking down the polymers into re-usable monomers. These enzymes can be produced via fungal species. In order to make this biochemical BTM process viable a process integrated enzyme production is key in increasing the efficiency and reducing the cost of enzymes. For this a molecular monitoring method, such as RNA-seq (RNA-sequencing), is needed. RNA-seq can achieve a snapshot on enzyme producing process inside of the cell by semi-quantitatively measuring the volume of enzyme encoding RNAs. This information can bring hints on fungal strain improvement by promoting the desired enzymes. It also helps to instantly monitor the BTM production outcomes. However, conventional RNA-seq platforms can only be performed via service providers or startup investments reaching 2 million euros. Each round of analysis could take as long as 6 weeks turnaround time. Furthermore, the method creates huge amount of complicated datasets, only by expert skills and specialized high performance computing the data can be sorted in a comprehensive manner. To solve these problems, in this project, by combining the expertise on plastic end-of-life control, fungal enzyme production, molecular monitoring and Bioinformatics from both the UAS and SME sides, we aim to implement a novel RNA-seq based system to monitor the in-process enzyme production for plastic degradation. We will optimize the existing portable RNA-seq prototype machinery for semi-real time monitoring of the BTM recycling process. The downstream data will be handled by a tailored analysis pipeline designed with expert knowledge via an user-friendly interface.