<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
  <dc:contributor>Cantoni, Lorenzo</dc:contributor>
  <dc:creator>Adukaite, Asta</dc:creator>
  <dc:date>2016-10-19</dc:date>
  <dc:description xmlns:ns0="xml" ns0:lang="en">Tourism is often introduced as a subject in formal education curricula because of the increasing and significant economic  contribution of the tourism industry to the private and public sector. This is especially the case in emerging economies in  Asia and Africa (Hsu, 2015; Mayaka &amp; Akama, 2015; Cuffy et al., 2012). Tourism in South Africa – which is the  geographical setting of this research – is recognised as a key economic sector. At secondary level, tourism has been  widely introduced at schools throughout South Africa since 2000 and has experienced significant growth (Umalusi, 2014).  Furthermore, information and communication technology (ICT) has rapidly penetrated public and private sectors of the  country. ICT affords novel opportunities for social and economic development, and this has especially been observed in  the fields of both tourism and education (Anwar et al., 2014; Vandeyar, 2015). Yet, the many uses and implications of ICT  for tourism education in South Africa are unclear and under-theorised as a research area (Adukaite, Van Zyl, &amp; Cantoni,  2016). Moreover, engagement has been identified as a significant indicator of student success in South Africa (Council for  Higher Education, 2010). Lack of engagement contributes to poor graduation rates at secondary and tertiary institutions in  South Africa (Strydom et al., 2010; Titus &amp; Ng’ambi, 2014). A common strategy to address lack of student engagement is  introducing game elements into the learning process: the so-called gamification of learning (Kapp, 2012). The majority of  research in this field has been conducted in more economically advanced and developed regions, and there is a paucity  of research in emerging country contexts. It is argued that gamification can be effectively utilised also in these contexts to  address learner engagement and motivation. This study aims to contribute in this respect: firstly, by investigating the  extent to which ICT supports tourism education in South African high schools through the lenses of Technology  Domestication Theory (Habib, 2005; Haddon, 2006) and Social Cognitive Theory (Bandura, 1977). Secondly, the study  aims to examine gamified learning acceptance within tourism education in a developing country context. The research  assimilates three separate studies. Study 1. The Role of Digital Technology in Tourism Education: A Case Study of South  African Secondary Schools The study was designed as an exploratory analysis, based on 24 in-depth interviews (n=24)  with high school tourism teachers and government officials. An analysis reveals that teachers recognize ICT as essential  in exposing students to the tourism industry. This is especially the case in under-resourced schools, where learners do  not have the financial means to participate in tourism activities. However, ICT is still limited in its integration as a  pedagogical support tool. The major obstacles toward integration include: technology anxiety, lack of training, availability  of resources, and learner resistance to use their personal mobile devices. Study 2. Raising Awareness and Promoting  Informal Learning on World Heritage in Southern Africa. The Case of WHACY, a Gamified ICT-enhanced Tool The goal of  the study was to present the World Heritage Awareness Campaign for Youth (WHACY) in Southern Africa. A campaign  was dedicated to raise awareness and foster informal learning among Southern African youth about the heritage and  sustainable tourism. The campaign employed an online and offline gamified learning platform, which was supported by a  dedicated website, Facebook page, wiki and offline materials. In one year of operation the campaign reached more than  100K audience. For the evaluation of the campaign, a mixed methods approach was used: focus groups with students  (n=9), interviews (n=19) and a survey with teachers (n=209). The study attempted to assess user experience in terms of  engagement and conduciveness to learning and explored the possibility of a gamified application to be integrated into the  existing high school tourism curriculum. The perspectives of South African tourism students and teachers were here  considered. Study 3. Teacher perceptions on the use of digital gamified learning in tourism education: The case of South  African secondary schools. The study is quantitative in nature and investigated the behavioural intention of South African  tourism teachers to integrate a gamified application within secondary tourism education. Data collected from 209 teachers  were tested against the research model using a structural equation modelling approach. The study investigated the extent  to which six determined predictors (perceptions about playfulness, curriculum relatedness, learning opportunities,  challenge, self-efficacy and computer anxiety) influence the acceptance of a gamified application by South African tourism  teachers. The study may prove useful to educators and practitioners in understanding which determinants may influence  gamification introduction into formal secondary education.</dc:description>
  <dc:format>application/pdf</dc:format>
  <dc:identifier>https://susi.usi.ch/global/documents/318723</dc:identifier>
  <dc:identifier>https://n2t.net/ark:/12658/srd1318723</dc:identifier>
  <dc:identifier>https://susi.usi.ch/documents/318723/files/2016COM012.pdf</dc:identifier>
  <dc:language>eng</dc:language>
  <dc:relation>info:eu-repo/semantics/altIdentifier/urn/urn:nbn:ch:rero-006-115632</dc:relation>
  <dc:relation>info:eu-repo/semantics/altIdentifier/ark/12658/srd1318723</dc:relation>
  <dc:rights>info:eu-repo/semantics/openAccess</dc:rights>
  <dc:rights>License undefined</dc:rights>
  <dc:subject xmlns:ns1="xml" ns1:lang="en">Tourism education</dc:subject>
  <dc:subject xmlns:ns2="xml" ns2:lang="en">secondary schools</dc:subject>
  <dc:subject xmlns:ns3="xml" ns3:lang="en">information and communication technology</dc:subject>
  <dc:subject xmlns:ns4="xml" ns4:lang="en">South Africa</dc:subject>
  <dc:subject xmlns:ns5="xml" ns5:lang="en">gamification</dc:subject>
  <dc:subject xmlns:ns6="xml" ns6:lang="en">technology acceptance</dc:subject>
  <dc:subject>info:eu-repo/classification/udc/33</dc:subject>
  <dc:title xmlns:ns7="xml" ns7:lang="en">ICT and gamified learning in tourism education : a case of South African secondary schools</dc:title>
  <dc:type>http://purl.org/coar/resource_type/c_db06</dc:type>
</oai_dc:dc>
