The Outcomes of IO3

TURKEY
KONYA CITY GAME
Konya game has 3 levels. The first level name is exploring the city, second level name is imaging the city and the third is designing the city. All three levels have the same requirements.The mission is to realize city’s architectural continuity and entirety. The game’s story is delivered by facebook admin with facebook messenger. The players who want to discover the city’s unknown features and so they can learn the city’s own identity. This feeling can encourage players to continue to exploration.
1.Turkey Game Flyer

ITALY
 GAMMO – GAMING MODENA
A GAMING EXPERIENCE TO EXPLORE MODENA AND ITS TRADITIONS
The main aim of the GAMMO game is to guide the visitor in a special experience, that s/he would not be able to make by watching TV programmes or visiting the city in a traditional way, guided by tourist books, or following city posts and tourist signs, following a guided tour or downloading and reading the history and traditions of Modena from institutional websites. GAMMO can bring you to live a few unforgettable days experiencing talks with local people, local traditional food, local heritage, motors and music.
1.Italy Game Flyer

OUTPUTS

Edit“Outputs”

Intellectual Outputs

IO1 Research analysis on Understanding “Tourism consumer behaviour experience – driven by Mobile ICT on Social Media”

The goal is each partner analyses the content on a series of social media channels and networks to understand tourism service behavior in both ways: consumer behavior and in particular service provider behavior which is directly connected to education.

For the purpose of this Report satisfaction/unsatisfaction and emotional experience are viewed as a central consumer behavior construct because the extent to which consumers are satisfied influences future organizational performance in the form of, for example, profits, market image, market share, skills, educational competences affecting HE and VET on tourism.

By researching satisfaction and its mechanisms, partners obtain valuable information to be used to design the educational innovation in the TOURBAN project.

There are dominant networks on the market that enable to make the research from three main points of views:

Network point of view:

1.Selecting several networks where satisfaction is expressed in text format e.g. http://booking.com, or tripadvisor.com among others.
2.Social Media channels such as Youtube, Instagram, Pinterest, Twitter, Facebook that provides the Media vision of the satisfaction of the service.
3.Research on Mobile Apps providing services at local level custom or open made found in Apple /Android markets.

The tasks leading the production of IO1 are:

1.Research and analyze the satisfaction factor on booking.com

2.Research and analyze the comments on tripadvisor.com

3.Research on other communities of users available at local level and services

4.Research content on the following social networks Youtube, Instagram, Twitter, Facebook, Pinterest analysis deeply the media data, from the point of view of the message given based on profile user.

5.Extract metadata of the media uploaded to the social media (hashtag definition # on videos, photos, tweets).

The intellectual Output IO1 is structured as follow:

Output Innovation:
  1. Consolidated report on consumer behavior
  2. Matrix of metadata #hashtag used in social media channels by the visitor and tourism stakeholder map
  3. Swot analysis on local tourism services to identify strength points across partners
  4. Apps catalogue of services available for the visitors

IO2 Training Program on Social Media and Their Impact on the Educational Process. Anlaysis and Selection of Web 2.0 Tools to Develop New Services

Intellectual Output IO2 develops a special tailor made social media training program. The goal is to learn how to use social media in education and how to apply this to tourism. Key data for the training program development comes from IO1 research to choose the social media tools. That is the connecting point between Intellectual Output 1 and this Intellectual Output.

The training program is designed to answer from a social media point of view;

  • What would be the role of all actors (education, tourism services of all kind)
    involved in tourism in the next decade.
  • How social media is impacting their daily work connected to experiences and emotions of the services.
  • What kind of new services could be accessed using Mobile devices that can enhance the experience of the services.
  • How they think they can change the way of learning and doing business.
  • How educational need should be included in specific evolving soft skills connected to mobile social media.
  • How to understand metrics on social media channels to extract value information.

The intellectual Output IO2 is structured as follow:

1.A 32 pages document named IO2 Training Program addressing:

  • Understanding Social Media Impact
  • Understanding the tourist consumption model
  • The training program by day

IO2 Training Program

2.An example of two tools of the Toolkit, the Personal Branding Canvas and How to Create a Social Media Strategy

3.The KA1 FORM (2017 version) in Turkish and English

KA102 Voc.Edu.Doc
KA104 High.Edu.Doc
KA104 AE mobility 2017 eForm

IO3 Training Program on How to Apply Games on Tourism Services Using Mobile Devices
The main goal of this IO3 is to develop a training program through a structured set of tasks enabling the learner to develop a new set of skills and Game knowledge literacies.
These tasks will enable to learn how to implement games at educational level applied to a tourism service.
At the core of these tasks are embedded three main actors;
-higher educational institution plays the role of the Puppet Master
-tourism service provider plays the role of game scenario
-the visitor plays the Hero’s role

The Outcomes of IO3:

TURKEY
KONYA CITY GAME
Konya game has 3 levels. The first level name is exploring the city, second level name is imaging the city and the third is designing the city. All three levels have the same requirements.The mission is to realize city’s architectural continuity and entirety. The game’s story is delivered by facebook admin with facebook messenger. The players who want to discover the city’s unknown features and so they can learn the city’s own identity. This feeling can encourage players to continue to exploration.
1.Turkey Game Flyer
2.Game Structure Templates

 

ITALY
 GAMMO – GAMING MODENA
A GAMING EXPERIENCE TO EXPLORE MODENA AND ITS TRADITIONS
The main aim of the GAMMO game is to guide the visitor in a special experience, that s/he would not be able to make by watching TV programmes or visiting the city in a traditional way, guided by tourist books, or following city posts and tourist signs, following a guided tour or downloading and reading the history and traditions of Modena from institutional websites. GAMMO can bring you to live a few unforgettable days experiencing talks with local people, local traditional food, local heritage, motors and music.
1.Italy Game Flyer
2.Game Structure Templates

 

ROMANIA
BUCHAREST- PLAY THE STORY
The aim of the “Bucharest – Play the Story” game is to create new experiences for tourists and to help them discover, in a funny and innovative way, new information about culture and history of the city. Under these circumstances, the person who would like to join this game will find out about the historical development of the Bucharest city and will discover a tourist asset representative for each historical period. The game is composed from 6 levels, associated to 6 tourist assets included in the game.
1.Romania Game Flyer

TOURBAN Project Hackatour Event

Hackatour event is about innovation and new business models design in the tourism sector. It is a hybrid open format that mixes professional advice with fun in a programme complete with activities of all kind. This event is about promoting, sharing, networking, training for creative and sharing economy in the tourism sector. It involves education, the local tourism stakeholder map, and regional authorities.

What this event brings to light through a series of parallel sessions is the concept that the idea is not enough to succeed in entrepreneurship, you a need a team. You need to understand your client and how the client behaves in the tourism ecosystem.

HACKATOUR Event started with the opening session and game prize ceremony moderated by Project coordinator Kevser ÇINAR and continued with four parallel sessions each one was about three hours with more than 100 participants in tourism sector coming from different provinces of Turkey.

FROM EGO SYSTEM TO ECO SYSTEM AND BUSINESS MODEL YOU TRAININGS

Facilitator: Daniel Weiss, Stichting Prime, Netherlands

Playing the ecosystem communication on new service design

The workshops were run twice with different tourism institutions and two different age groups. These workshops were given by Daniel WEISS from Stichting Prime. One of the training was with youth and the other was with adults. The primary goal of the workshops were to understand the need for the shift from the egosystem to the ecosystem and Business Model YOU in the tourism stakeholder map. The tourist recognises his emotional experience as a whole involving all actors. The LEGO game showed the importance of communication and clustering the information.

From Ego System to Eco System and Business Model You Flyer

STORY AND STORYTELLING TRAINING

Facilitator: Dr. Ferdi BİŞKİN from Necmettin Erbakan University, Turkey.

The Main Topics of the Training Are As Follows:
• What is the Story?
• Why Do We Tell Stories?
• Mirror Neurons
• Topics in the Story
• Education and Story in Business Life
• Hero’s Journey

Story and Storytelling Flyer

SOCIAL MEDIA IN TOURISM SECTOR TRAINING

Facilitator: Assoc. Prof. Dr. Özgür ÖZER from Necmettin Erbakan University, Turkey

1.Information About Internet Use Web.1 Web.2
2. Defination and the Importance Of Social Media
3. Social Network Classification
4.In Which Fields Social Media is Used in Tourism
5. Social Media and Tourism
6. Social Media Role in Every Phase Of Travel Experience
7. Socıal Media Samples
8. Tourism-Focused Social Media Networks
9. Examples of Usage of Social Media by Tourism Enterprises & Touristic Destinations

Social Media and Tourism Sector Flyer

Participants’ list

Liste-HACKATOUR-Adres

Basında HACKATOUR Etkinliği

Necmettin Erbakan Üniversitesi (NEÜ) koordinatörlüğünde, Konya Büyükşehir Belediyesi, Konya Bilim Merkezi, INCD Turism, Stichting PRIME ve InEuropa işbirliğinde 2016 yılında Erasmus+ Yüksek Öğretim Stratejik Ortaklık Programı çerçevesinde mobil uygulama geliştiricilerine ve ekosisteme destek vermek amacıyla düzenlenen turizm temalı “Hackatour” etkinliği gerçekleştirildi.
Avrupa Birliği (AB) Bakanlığı Ulusal Ajansı tarafından kabul edilen ve desteklenen turizm temalı “TOURBAN-Tourism Urban & Social Tapestry-Developing Soft & ICT/Mobile Learning Skills” başlıklı proje kapsamında yapılan etkinlikte konuşan NEÜ Rektörü Prof. Dr. Muzaffer Şeker, uzaktan, mobil öğretim ve yeni yazılımlarla daha geniş perspektifte, her daim bilgiye ulaşma yeteneğini geliştirmek üzere özel projeler düzenlendiğini söyledi. Rektör Şeker, “Bu tür bir projede beraberiz. Türkiye’nin turizm altyapısında daha nitelikli insan gücüne ihtiyaç söz konusu. Türkiye sadece deniz ve eğlenceye dayalı bir turizmden sıyrılıp Kültürel ağırlıklı turizm, sağlık turizmi benzeri daha entegre turizm altyapılarına kavuşma ve bunu besleyici insan gücünü oluşturma çalışması içerisinde. Bu çalışmalar kapsamında Avrupa Birliği ile yürütülen bu Erasmus+ Tourban Projesi de önemli bir yer tutacak” ifadelerini kullandı.

Necmettin Erbakan Üniversitesi

Yeni Konya gazetesi

Marmarahaber.net

Habersitesi.com

Bilim Merkezlerinin Turizm Sektöründeki Yeri

Her Yönüyle Bilim Merkezi isimli kitapta, Proje Koordinatörümüz Dr. Kevser Çınar imzalı “Bilim Merkezlerinin Turizm Sektöründeki Yeri” adlı kitap bölümünde projemiz tanıtıldı.

Bilim Merkezlerinin Turizm Sektöründeki Yeri

Giriş

Bilim merkezleri, turizmin önemli unsurlarından biridir. Turizmin gelişimi ile birlikte bilim merkezlerine olan talep de hızla artmaktadır. Bilim merkezlerinin etkili olduğu, iyi pazarlandığı  marka haline geldiği bir bölgede, turist sayısı ve ekonomik gelir artmakta,  alternatif turizm imkânları oluşmaktadır. Bundan dolayı son zamanlarda dünyanın birçok ülkesinde bilim turizmine yönelik yatırımlara ağırlık verildiği görülmektedir. Bu kapsamda turizm politikalarında her yaştan ziyaretçiye hitap eden, bilim, sanat, doğa, çocuk, oyuncak, astronomi, arkeoloji ve tarih gibi farklı temaları işleyen özel müzeler ve bilim merkezlerinin turizme kazandırılması hedeflenmektedir. Bu bölümün amacı; bilim merkezlerinin, turizme katkısını, ziyaretçilere sunduğu olanakları, bulundukları şehrin markalaşma sürecine ve çevreye etkilerini turizm bağlamında değerlendirmektir.

Sürekli gelişmekte ve değişmekte olan yenilikçi turizm dünyasındaki baş döndürücü değişime ayak uydurup ayakta kalabilmek için bilim merkezlerinin, yeni ve yaratıcı yaklaşımlara öncülük etme fırsatlarını iyi değerlendirmeleri, sektörel işbirliği çerçevesinde şehrin, bölgenin ve ülkenin tanıtımına, markalaşmasına ve kalkınmasına katkı sağlayacak bölgesel, ulusal ve uluslararası projeler geliştirmeleri gerekmektedir. Bu projelerin geliştirebilmesi içinse yeni eğitim ve iş modelleri tasarlayarak yenilikçi faaliyetleri gerçekleştirecek nitelikli personeller yetiştirmeleri önemlidir.

TOURBAN-Tourism Urban & Social Tapestry-Developing Soft & ICT/Mobile Learning Skills; bilim merkezi, iş dünyası, yerel otoriteler ve eğitim kurumları ile sektörel işbirliğine gidilerek yenilikçi uygulamaların geliştirilmesi ve Konya’nın turizm potansiyelinin artırılmasına katkı sağlamak amacıyla 2016 yılında Necmettin Erbakan Üniversitesi koordinatörlüğünde, Konya Büyükşehir Belediyesi, Konya Bilim Merkezi, INCD Turism (RO), Stichting PRIME (brickme.org) (NL) ve InEuropa (IT) işbirliğinde Erasmus+ Yüksek Öğretim Stratejik Ortaklık Programı çerçevesinde AB Bakanlığı Ulusal Ajansı tarafından kabul edilen ve desteklenen Turizm temalı bir projedir. Eğitim, bilim ve turizm bilgi üçgeni çerçevesinde bilimsel kaynakların ve teknolojik hizmetlerin yenilikçi turistik ürünlere dönüştürülmesi ve bu yönde yeni eğitim modellerinin oluşturulmasına yönelik tasarlanmıştır. TOURBAN projesi, farklı ülkelerden üniversite (TR), yerel otoriteler (TR), bilim merkezi (TR), turizm araştırma enstitüleri (RO), özel sivil toplum kuruluşları (IT) ve STK’ları (NL) bir araya getirmiştir.

Her Yönüyle-Bilim-Merkezi-Kitap-Bölümü

Participation at the Salonul Cercetării Românești (engl Salon of the Romanian Research 2017)

In the period 25-27 October, 2017 INCDT participated at the Salonul Cercetării Românești (engl. Salon of the Romanian Research 2017).
At this event, organized in Bucharest at the Parliament Palace, the Research & Development units in Romania presented the most important projects in which they were or have been involved in the recent years.
A poster of the TOURBAN – Tourism Urban & Social Tapestry Development Soft & ICT / Mobile learning skills project was also exhibited at the INCDT stand. Within this poster the TOURBAN project objective was presented, as well as the results of the project (with QRcodes to the materials made so far) and the project partners. Also, at the institute stand the study that INCDT has realized within IO1was exposed.
In addition. during this event, representatives of INCDT, Mrs. Alina Carlogea and Mrs. Roxana Aştefănoaiei, gave an interview for Radio Romania Cultural where they talked about the projects in which the institute is involved, including the TOURBAN project.

Attendance List

Erasmus+ “TOURBAN” Projesi: Turizmde Oyunlaştırma (Gamification) Uygulamaları

Necmettin Erbakan Üniversitesi koordinatörlüğünde, Konya Büyükşehir Belediyesi, Konya Bilim Merkezi, INCD Tourism, Stichting PRIME ve InEuropa iş birliğinde 2016 yılında Erasmus+ Yüksek Öğretim Stratejik Ortaklık Programı çerçevesinde AB Bakanlığı Ulusal Ajansı tarafından kabul edilen ve desteklenen Turizm temalı “ TOURBAN-Tourism Urban & Social Tapestry-Developing Soft & ICT/Mobile Learning Skills” başlıklı projenin üçüncü toplantısı 9-12 Ekim 2017 tarihleri arasında Bükreş, Romanya’da gerçekleştirildi. Toplantı kapsamında Türkiye, Hollanda, İtalya ve Romanya’dan proje ortakları üçüncü kez bir araya gelerek projenin ilk yılında gerçekleştirilen çalışmaları değerlendirdi ve sonraki süreçte gerçekleştirilmesi planlanan çalışma faaliyetlerini gözden geçirdi.

Continue reading “Erasmus+ “TOURBAN” Projesi: Turizmde Oyunlaştırma (Gamification) Uygulamaları”

TOURBAN Project Third Meeting Held in Bucharest, Romania Between the dates of 9th-12th of October, 2017

TOURBAN Project Third Meeting Held in Bucharest, Romania Between the dates of 9th-12th of October, 2017

The third project meeting held in Bucharest, Romania between the dates of 9th-12th of October, 2017 is about storytelling and the 5-day-training program of our IO2. It helps us make a smooth connection about what we have learned on the workshop and our project IO1 and IO2.

Bucharest Workshop

Explaining Hero’s Journey template

Building your STORY

Pitching your STORY

The Excel writing explanation

https://www.smore.com/8yjup

Meeting Minutes Signature List

Videos of Presentations

 

TOURBAN Newsletter

A brief description about our project aim, activities and ongoing process is delivered through first TOURBAN Newsletter.
Overall goal of the project is to achieve knowledge triangle, digital integration, opening up education, entrepreneurship and soft skills within the collaboration of large stakeholder map in the tourism sector.
On Enhancing Digital Integration, this project focuses on Mobile ICT Apps applied to tourism but not only focused on the App but on understanding how the information is co-created by the consumer, (now a prosumer with a smartphone) shared, and how is impacting the tourism sector
A powerful global conversation has begun based on New Visual Literacy with information spatially equally distributed.

TOURBAN Newsletter

Storytelling: Pecha Kucha

To develop stories for social media PechaKucha is the right tool. We need a main message and then sub messages under the main topic to structure our story. The emotion we aim to elicit is also should be well organized at the beginning. Whenever we want to create a story we should think of the emotions of the audience, which emotions we want to produce. So, these make our audiences interested throughout our story. Furthermore, our each sub message should be explained and supported clearly with strong quotes or persuasive argument.

Storytelling Pecha Kucha https://www.smore.com/67z5a