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This book focuses on film tourism: the phenomenon of people visiting locations from popular film or TV series. It is based on a unique, Asian perspective, encompassing case studies from around the pan-Asian region, including China, Taiwan, India, Japan, South Korea, Thailand, Hong Kong, Indonesia, and Singapore. By focusing emphatically on film tourism in the non-West, this book offers a timely and crucial contribution to a more comprehensive understanding of the relation between film, culture and place, particularly in light of the increased volume of media production and consumption across Asia, and the consequent film tourism destinations that are currently popping up across the Asian continent.
Tourism --- Ethnology. Cultural anthropology --- Film --- History of civilization --- niet-westerse cultuur --- etnologie --- TV (televisie) --- film --- toerisme --- Asia
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This book draws together empirical research across a range of contemporary examples of food tourism phenomenon in Asia to provide a holistic picture of their role and influence. It encompasses case studies from around the pan-Asian region, including China, Japan, South Korea, Thailand, Singapore, Vietnam, and India. The book specifically focuses on and explicitly includes a variety of perspectives of non-Western and Asian research contexts of food tourism by bringing multidisciplinary approaches to food tourism research and wider evidence of food and tourism in Asia.
Tourism --- Economics --- International law --- Ethnology. Cultural anthropology --- History of civilization --- internationale economische organisaties --- internationale economische politiek --- internationale handel --- niet-westerse cultuur --- etnologie --- economie --- toerisme --- Asia
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This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
Computer assisted instruction --- Audiovisual methods --- Didactics --- Teaching --- onderwijstechnologie --- didactiek --- onderwijs --- computerondersteund onderwijs --- opvoeding
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