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Game-Based Learning and Lifelong Learning for Tourist Operators

  • Conference paper
Cultural Tourism in a Digital Era

Part of the book series: Springer Proceedings in Business and Economics ((SPBE))

Abstract

Today’s workplace challenges are based on the belief that the group can face current challenges better using collaboration than any individual can by yourself. This belief has prompted social solutions, such as communities of practice or knowledge and social peer-learning.

Learning by playing a game is a very old method that is still applied in various contexts. Mainly in social-learning activities, the learner’s motivation is crucial to program success. Games are fun and immersive by nature. By using games in lifelong learning contexts, it is possible to deliver continuous high attention and engagement for substantial learning.

The paragraphs “Game Based Lifelong Learning for Tourist Operators”; “The gamification actions in the Sonetto’s community” were written by Anna Dipace. The paragraphs “Introduction”; “Sonetto: an environment for learning”; “Further directions” were written by Rosaria Pace.

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Notes

  1. 1.

    Acquiring the several claims about the three different classifications of learning from the Memorandum about education and lifelong learning since 2000 until today, we could synthesize in this way: “formal learning is a structured and organized learning for educational purposes. It takes place at school or similar educational structures; it is voluntary from the point of view of the learner and provides for certificates.” On the other hand, “the non-formal learning can be defined as a semi-structured learning with planned activities in relation to an organized context; it takes place outside the school and similar structures; it is voluntary from the point of view of the learner and usually does not provide for certificates”. In the end, “the informal learning” takes place during the everyday actions connected with work, family and free-time; it is not voluntary, it’s unstructured and unorganized for educational purposes and, of course, it does not provide for certificates” (Marconi, 2008, pp. 51–52).

  2. 2.

    ERID Lab is the laboratory for “Educational Research and Interaction Design” of the University of Foggia—Department of Humanities—with specific skills in educational research and interaction design. The interdisciplinary research group works for the implementation of prototypes and educational design solutions, mainly for school settings, museums, and training settings and investigates social learning processes, participatory design experiences and e-learning paths.

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Pace, R., Dipace, A. (2015). Game-Based Learning and Lifelong Learning for Tourist Operators. In: Katsoni, V. (eds) Cultural Tourism in a Digital Era. Springer Proceedings in Business and Economics. Springer, Cham. https://doi.org/10.1007/978-3-319-15859-4_16

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