The aim of this QSR 2022 on tourism is to make an attempt to assess available information about the tourism industry from three countries and various sources and present it in a comprehensive manner. We, thereby, describe common features of regional tourism structures, as well as differences, and we present some of the identified data incompatibilities (sections 2.2 and 2.3). The recommendations in section 3 present avenues along which data collection and monitoring can be improved, inspired by a set of key forces driving change intourism that stakeholders should be prepared for (section 2.4).
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Purpose: This study, a conceptual paper, analyses the growth of curation in tourism and hospitality and the curator role in selecting and framing products and experiences. It considers the growth of expert, algorithmic, social and co-creative curation modes and their effects. Design/methodology/approach: Narrative and integrative reviews of literature on curation and tourism and hospitality are used to develop a typology of curation and identify different curation modes. Findings: Curational techniques are increasingly used to organise experience supply and distribution in mainstream fields, including media, retailing and fashion. In tourism and hospitality, curated tourism, curated hospitality brands and food offerings and place curation by destination marketing organisations are growing. Curation is undertaken by experts, algorithms and social groups and involves many of destination-related actors, producing a trend towards “hybrid curation” of places. Research limitations/implications: Research is needed on different forms of curation, their differential effects and the power roles of different curational modes. Practical implications: Curation is a widespread intermediary function in tourism and hospitality, supporting better consumer choice. New curators influence experience supply and the distribution of consumer attention, shaping markets and co-creative activities. Increased curatorial activity should stimulate aesthetic and stylistic innovation and provide the basis for storytelling and narrative in tourism and hospitality. Originality/value: This is the first study of curational strategies in tourism and hospitality, providing a definition and typology of curation, and linking micro and macro levels of analysis. It suggests the growth of choice-based logic alongside service-dominant logic in tourism and hospitality.
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This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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Een veelbelovend model voor de professionele ontwikkeling van docenten/opleiders, gebaseerd op diepgaande samenwerking tussen docenten/opleiders en gericht op het verbeteren van het leren van studenten, is Lesson Study. Lesson Study wordt echter nauwelijks in het mbo toegepast. Met het Europese LS4VET-project gaan we de Lesson Study methode aanpassen en geschikt maken voor het mbo.Doel Het doel is om een diepgaande en duurzame impact te bereiken - dat wil zeggen, verbetering van de kwaliteit van het onderwijs – bij mbo’s die de methode toepassen. Aanpak Projectleden zijn onder meer hoger onderwijsinstellingen met vooraanstaande onderzoekers en lerarenopleiders die ervaring hebben met Lesson Study. Elke hogeschoolinstelling werkt samen met partner MBO- instelling die op zoek is naar effectieve manieren om de samenwerking tussen hun docenten en het beroepsonderwijs te verbeteren. Relevantie Het korte termijn resultaat van het project is een methode en een handboek van een effectief docentprofessionaliseringsmodel, Lesson Study, dat specifiek is gericht op het mbo. De resultaten zullen publiekelijk toegangkelijk zijn. Het lange termijn resultaat is dat het LS4VET-project docenten/opleiders van mbo’s wil ondersteunen bij het vormen van professionele leergemeenschappen door ze de Lesson Study-methode en een bijpassende toolkit aan te bieden. Looptijd 01 september 2020 - 31 augustus 2023 Resultaten In het project ontwikkelen we een: 1. Model - een theoretisch model dat richtlijnen biedt voor Lesson Study in het mbo 2. een online cursus 3. Storyboard and Toolkit 4. eBook - een handboek voor docenten/opleiders en managers binnen het mbo Samenwerking met kennispartners Stichting Landstede (Netherland) ELTE Eötvös Loránd University Institute of Intercultural Psychology and Education (Hungary) – project coordinator iTStudy Hungary Educational and Research Centre Ltd. (Hungary) Neumann János Computer Science Technical School (Hungary) Pedagogische Hochshule Niederösterreich (Austria) Vocational School Baden Lower Austria (Austria) Universita ta Malta (Malta) Institute of Tourism Studies (Malta)
Vacation travel is an essential ingredient in quality of life. However, the contriubtion of vacations to quality of life could be improved in two ways: by optimizing the decisions people make when planning and undertaking their vacations, and by travel industry testing and implementing––based on evidence––innovative experience products which touch customers' emotions. Secondary analysis of two longitudinal panel datasets will address the impact of people's decisions in planning and undertaking their vacations, on their quality of life. Field experiments in cooperation with travel industry partners will address the effects of innovative experience products, such as apps designed to help vacationers meet fellow travelers, or personalized memory books designed to help people relive their vacations after return home. Experience data in these field experiments will be collected using technology of the Breda University of Applied Sciences' Experience Measurement Lab, a unique facility for measuring emotions continuously from research participants' body and mind. Thus, the project will contribute to general understanding of quality of life, will feed valuable knowledge about experience design, measurement, and implementation to the Dutch travel industry, and will support the Breda University of Applied Sciences' key research theme of Designing, Measuring, and Managing Experiences. Inspiring examples from the project will reinforce research methods courses in the academic Bachelor of Science in Tourism, the HBO Master in Tourism Destination Management, and the academic Master of Science in Leisure Studies. Wearable emotion measurement from the field experiment will be a cornerstone of the fourth-year HBO-bachelor module Business Intelligence, where students will conduct their own research projects on experience measurement using consumer wearables, based on knowledge from this postdoc project. Finally, a number of methodological and content questions within the project will serve as suitable thesis assignments for graduation students in the above educational tracks.