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

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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