The Emerging Role of Innovative Teaching Practices in Tourism Education in the Post-COVID-19 Era

The Emerging Role of Innovative Teaching Practices in Tourism Education in the Post-COVID-19 Era

Sandhya H., Bindi Varghese
Copyright: © 2023 |Pages: 14
DOI: 10.4018/978-1-6684-6339-0.ch016
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Abstract

The education sector has undergone a tremendous transformation during the last few decades with the advancement of information and communication technology. Traditional methods of teaching and learning are replaced with modern technology enabled methods such as virtual reality, 3D images and videos, augmented reality, and gamification. Tourism education involves learning about geographic regions, destinations, and sightseeing. The shift from offline mode of teaching to a completely online and digital platform during the COVID-19 pandemic has further accelerated the need to include such innovative practices in teaching and learning. This chapter focuses on the potential benefits of enabling technology infused teaching and learning methods and their implications on improving student motivation and engagement.
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Introduction

The education sector needs constant innovation and development to create new ideas and concepts that can engage and motivate students to learn (De-Marcos et al., 2016). The education system in the covid era has majorly shifted to a digital and online environment where the student often loses out on emotional interaction and connection (Bereczki & Karpati, 2018). Therefore, it is highly imperative for e-learning platforms to engage students and ensure more active participation in the learning process. Games are a part of our everyday lives. Integrating technology to enable learning through games is believed to make the learning process much more attractive and fun-filled.

Teaching subjects related to tourism, aviation, and hospitality require more practical know-how and experience than theoretical knowledge (Bereczki & Karpati, 2018). Being a service industry, the tourism and hospitality industry involves offering unique and memorable experiences to customers. Knowledge about the unique services each industry has to offer and creating opportunities for learners to get acquainted with such facilities help them get first-hand experience and build all the required skills in their area of work (Braun et al., 2019).

Education 4.0 is the current trend that effectively engages and motivates students and learners from the present tech-savvy generation. The latest technology, including iPads, tablets, and interactive movies, are used in education 4.0 to increase student engagement (Buil et al., 2019). Modern learners who are exposed to a wide range of technologies have noticed that traditional learning spaces like classrooms and museums are losing their appeal. The potential of gamification is to increase user motivation. The mix of extrinsic and intrinsic motivational factors aids in increasing students' motivation and generates interest among the minds of the younger generation. Gamification is a concept that entails using game design principles and various gaming aspects in non-gaming environments (Darby, 2020).

The practice of using gamified content as an e-learning strategy to achieve educational objectives is known as “game-based learning” (De-Marcos et al., 2016). Despite the extent of game-based technology involved, organizational learning in a business setting connects to real strategic objectives. For instance, word games assist students to increase their vocabulary and improve their language abilities by allowing them to make meaningful connections between words using semantic and phonological knowledge (Wu et al., 2014).

Researchers in the field of gamification have shown that gamified systems provide results that are significantly superior to non-gamified systems. Some of the essential qualities of offering gamified education to students are autonomy, motivation, and progressivity (Shah et al., 2012). Designing a commercial or online educational product with high engagement and motivational strategies is necessary (Bereczki & Karpati, 2018). Games can be a crucial part of using education as a platform to discuss student energy issues. Gamification has been applied to energy education, social interaction, and energy saving to enable support for smart grid technology. It describes how intrinsic and extrinsic motivation work (Smith & Cooper, 2000).

Intrinsic motivation essentially means the internal psychological need for competence, self-determination, and achievement which can be directly associated with the Cognitive Behavioral Theory developed by Piaget and Cook (1952). On the contrary, extrinsic motivation can be the external factors like rewards and recognition that can influence the motivation and behavior of the person. The extrinsic motivation factors are associated with B F Skinner's Behavioral Theory (Skinner, 1988). Extrinsic motivators can be influenced by the report cards, gifts, and prizes for students who perform well in class and award ceremonies (Brophy, 2013).

Key Terms in this Chapter

Augmented Reality: Augmented reality is a technique that enables students to learn by experiencing the various situations, places, and phenomenon. It facilitates integration of technology into the real time environment of the user.

Virtual Reality: Virtual reality enables learners to interact with a virtual environment with the help of equipment and devices. Here the slightest movements of the individual can be tracked, and it enables the users to totally immerse themselves in the virtual environment that is artificially created for them to learn and experience.

Blended Learning: Blended learning is a hybrid mode of teaching where technology is integrated with the traditional classroom teaching method. It offers a more customized and enriched experience to the learners.

Conducive Learning Space: A learning environment that facilitates social interaction where students can learn by effectively participating in the class through games and experiences.

E-Learning: Electronic learning is basically learning that is conducted through an electronic medium typically the internet.

Smart Classrooms: A smart classroom is a technology enabled classroom which facilitates teaching and learning through interactive technology enabled systems using audio, video, multimedia, and animations.

Remote Learning: Remote learning facility offers the convenience of space to teachers and learners. The teachers and learners can be connected to each other from anywhere across the globe with the help of an internet connection.

Gamification: Gamification is the introduction of gaming elements into non-gaming environments. Gamification elements includes point and grading systems, score cards, contests and competitions.

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