Browsing by Issue Date, starting with "2024-04-20"
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- Promotional tourism videos: examining the role of familiarity, attitude, and word-of-mouth towards the regionPublication . Ferreira, Sónia; Santos, Sara; Augusto, Luísa; Santo, Pedro Espírito; Vasconcelos, MariaAfter the COVID-19 pandemic, tourism has grown enormously; this growth has been even more significant in Portugal. The dissemination of experiences by tourists who have already visited a region significantly impacts the interest aroused by other tourists. It is increasingly common for tourists to analyse the experiences of others before they travel. In this sense, word-of-mouth by tourists is a factor to be considered in tourism. Since tourism is based on experiences and familiarity with destinations is reinforced by accumulated experiences, studying the effects of familiarity on tourists' intention to word-of-mouth would be relevant. Furthermore, given that the attitude towards the region visited comprises cognitive and affective dimensions, it would be relevant to analyse the effects of the attitude towards the region on the intention to word-of-mouth. In this sense, this study sought to analyse the determining factors of word-of-mouth in tourism. To this end, a quantitative, cross-sectional survey was carried out, for which data was collected through a questionnaire from a sample of 906 tourists using the Smart PLS software. The results showed that familiarity with the region and attitudes towards the region is essential in tourists' intention to WOM. Therefore, this study supports the idea that tourist destinations should welcome tourists in the best way possible by providing them with greater familiarity with the region so that, through the word-of-mouth generated, it is possible to attract more tourists.
- Abrir as portas da sala de aula: Serious games (APSASeG) O impacto da gamificação no ensino/aprendizagem de línguas estrangeiras no ensino superior (PROJ/I&DI/CI&DEI/009)Publication . Delplancq, Véronique; Costa, Ana Maria; Oliveira, Isabel; Martins, Joana; Pereira, José; Martin, Justine; Casañ Pitarch, Ricardo; Gillain, Romain; Amante, Susana; Fidalgo, SusanaExperiência de gamificação do ensino/aprendizagem do francês e do inglês para fins específicos; Experiência com 25 estudantes do 1.º ciclo de estudos em Comunicação Social da ESEV; Objetivos principais: Melhorar a performance dos estudantes com a integração de atividades digitais gamificadas na aprendizagem de LE no ES num curso não especificamente de línguas Avaliar os efeitos da gamificação em termos de competências adquiridas pelos estudantes (em LE e transversais), numa perspetiva de promoção da empregabilidade Observar a evolução das relações entre os atores do processo de ensino/aprendizagem (docentes e discentes) e dos papeis de cada um Conceber e implementar um serious game Avaliar a ferramenta e o processo de ensino/aprendizagem Melhorar o serious game com base nas observações dos utilizadores e dos dinamizadores