
Intellectual Outputs
1. Analysis of requirements for digital tools integration Didactic framework and measurement protocol
Our first deliverable consists of a didactic framework for the development and use of multimodal learning scenarios in the field of Hospitality management. This framework will aim at integrating various digital tools, including collaborative VR, serious games and mobile learning with other regular teaching and learning strategies.
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2. Pedagogical requirements and content development
The overall objective of this second deliverable is to define the pedagogical framework for the experimentation itself as well as develop the various contents to be processed using the combination of digital tools envisioned for the project. Conducted on the basis of the methodological framework and guidelines defined in the first deliverable, it comprises a thorough list of pedagogical objectives as well as topics tackled to prepare digital adaptation of training subject matters for VR use and a play-based smartphone system.
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Report on Mid-term Event in Cyprus
This is the report of our first multiplier event originally planned to take place at the premises of EUC in Nicosia, Cyprus. Unfortunately, the situation of COVID-19 as well as the consequent series of measures in many countries necessitated for the event to be transformed from physical into online. The purpose of the event was to introduce the project and its nature, to present the first results, but also, given the current crisis, to analyse the project’s significance and application during and post COVID-19 period.
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3. Development of digital interactive platform and tools
The objective of this activity was to adapt the immersive and interactive digital tools which were used during the course of the project and constituted the dedicated digital collaborative framework of the project:
> TEEMEW VR, a collaborative environment in virtual reality
> TEEMEW MOBILE, a micro-learning mobile application
Due to the COVID-19 crisis, the need to develop a desktop version for the VR application was imperious, since students were at home and had no access to VR headsets.
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4. Use cases testing feedbacks and measurements
This activity is at the heart of the project. The objective was to setup the parameters of the experimentations as well as to conduct the testing sessions. The results-gathering and outcome measurement activities were performed in parallel.
As previously mentioned, due to the Covid-19 crisis, a desktop version of the VR application was developed to facilitate the implementation of the tests, even in remote situations.
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5. Results analysis and framework validation
In this activity, the validation of the frame of reference and the evaluation of the digital learning scenarios (Multimodality activities, involving Virtual Reality) were carried out.
The output deliverable result reports of usage, learning outcome and user feedback as well as description of the final framework.
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Report on Final Event in Paris
A final meeting was organized in Paris, France at the premises of our partner ESG. This face-to-face event aimed at demonstrating the training tools of the Hotel Academy project as well as disseminating the main project outcomes and how the designed tools will be used in a day-to-day operation of Hospitality training.
You can dowload the document by clicking on the PDF logo on the side.