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iPlay, iLearn, iConserve: Digital game-based learning for sustainable tourism education
Conference paper   Open access

iPlay, iLearn, iConserve: Digital game-based learning for sustainable tourism education

E. Tan and Y. Okamoto
ASEAN Tourism Research Association Conference (ATRAC 2018) (Prince of Songkla University, Phuket, 28/01/2018–29/01/2018)
2018
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Abstract

There has been increased global advocacy in recent years for the need to integrate sustainability agendas in tourism education and practice. Concurrently, there is growing interest and research on game-based learning (GBL), and its effectiveness in achieving pedagogical and learning outcomes in higher education. While there have been a number of studies about GBL across diverse educational disciplines and contexts, there has been no significant study to date investigating the application and effectiveness of Digital Game-based Learning (DGBL) for sustainable tourism education. The aim of this conceptual paper is to examine the key attributes influencing learning effectiveness (knowledge acquisition outcomes) of DGBL within the context of sustainable tourism education. The study will review current research agendas within the dimensions of (1) sustainable tourism education, and (2) gamification and game-based learning. These will be discussed within the context of a Sustainable Tourism Simulation Game, which was developed to incorporate game-based strategy as part of the blended learning curriculum in an undergraduate sustainable tourism unit. A proposed conceptual framework recommends key assessment indicators for measuring DGBL outcomes in sustainable tourism education.

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UN Sustainable Development Goals (SDGs)

This output has contributed to the advancement of the following goals:

#4 Quality Education

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