This systematic review investigates the use of educational software and serious games in tourism education, highlighting their pedagogical potential to promote active learning and engagement. The analysis of 24 studies reveals that these resources can improve academic performance, stimulate skills such as critical thinking and problem solving, and promote immersive experiences through technologies such as augmented reality (AR) and virtual reality (VR). Despite this, there is an excessive emphasis on cognitive effectiveness metrics, while aspects such as usability, accessibility and practical application in the tourism sector remain underexplored. Only one study addressed usability and few included inclusive practices for people with disabilities. Another critical point is that many studies cite tourism only as a conceptual backdrop, without direct applicability. The review also identified a lack of standardised terminology, making it difficult to integrate knowledge. The study proposes guidelines for advancing the field, such as the development of themed games on responsible tourism, user-centred design and teacher training. Finally, an interdisciplinary, inclusive and contextualised approach is recommended, with a focus on curriculum integration and the use of emerging technologies aligned with the real demands of the tourism sector.

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Experience with Educational Software and Serious Games: A Systematic Literature Review with Applications to Tourism

  • Elvira Vieira,
  • Margarida Rodrigues,
  • Ana Pinto Borges

摘要

This systematic review investigates the use of educational software and serious games in tourism education, highlighting their pedagogical potential to promote active learning and engagement. The analysis of 24 studies reveals that these resources can improve academic performance, stimulate skills such as critical thinking and problem solving, and promote immersive experiences through technologies such as augmented reality (AR) and virtual reality (VR). Despite this, there is an excessive emphasis on cognitive effectiveness metrics, while aspects such as usability, accessibility and practical application in the tourism sector remain underexplored. Only one study addressed usability and few included inclusive practices for people with disabilities. Another critical point is that many studies cite tourism only as a conceptual backdrop, without direct applicability. The review also identified a lack of standardised terminology, making it difficult to integrate knowledge. The study proposes guidelines for advancing the field, such as the development of themed games on responsible tourism, user-centred design and teacher training. Finally, an interdisciplinary, inclusive and contextualised approach is recommended, with a focus on curriculum integration and the use of emerging technologies aligned with the real demands of the tourism sector.