Virtual reality and gamification in hospitality education at front desk

Virtual reality (VR) is recognized as an intelligent and digital technology that has impacted numerous sectors and environments. VR in the classroom acts like a digital tool for the students and the teachers to achieve educational goals as it enhances understanding, critical thinking, visualization...

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Main Authors: Ismail, Nurul Halimatul Asmak, Awwad, Samer A.B., Thinakaran, Rajermani, Quah, Wei Boon, Muniandy, Mohana
Format: Article
Language:English
Published: Association for Information Communication Technology Education and Science 2024
Online Access:http://psasir.upm.edu.my/id/eprint/114665/1/114665.pdf
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author Ismail, Nurul Halimatul Asmak
Awwad, Samer A.B.
Thinakaran, Rajermani
Quah, Wei Boon
Muniandy, Mohana
author_facet Ismail, Nurul Halimatul Asmak
Awwad, Samer A.B.
Thinakaran, Rajermani
Quah, Wei Boon
Muniandy, Mohana
author_sort Ismail, Nurul Halimatul Asmak
collection UPM
description Virtual reality (VR) is recognized as an intelligent and digital technology that has impacted numerous sectors and environments. VR in the classroom acts like a digital tool for the students and the teachers to achieve educational goals as it enhances understanding, critical thinking, visualization levels, and problem-solving skills. In addition, gamification as a motivational factor is integrated with VR. This study investigates the usage of VR and gamification in hospitality educational environment mainly at the front desk. This is to be beneficial to an individual’s knowledge and abilities, which should be prioritized in the future, and that earlier experience should be given credit for future employability and education quality.
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spelling upm.eprints-1146652025-01-22T23:59:24Z http://psasir.upm.edu.my/id/eprint/114665/ Virtual reality and gamification in hospitality education at front desk Ismail, Nurul Halimatul Asmak Awwad, Samer A.B. Thinakaran, Rajermani Quah, Wei Boon Muniandy, Mohana Virtual reality (VR) is recognized as an intelligent and digital technology that has impacted numerous sectors and environments. VR in the classroom acts like a digital tool for the students and the teachers to achieve educational goals as it enhances understanding, critical thinking, visualization levels, and problem-solving skills. In addition, gamification as a motivational factor is integrated with VR. This study investigates the usage of VR and gamification in hospitality educational environment mainly at the front desk. This is to be beneficial to an individual’s knowledge and abilities, which should be prioritized in the future, and that earlier experience should be given credit for future employability and education quality. Association for Information Communication Technology Education and Science 2024-08-27 Article PeerReviewed text en cc_by_nc_nd_4 http://psasir.upm.edu.my/id/eprint/114665/1/114665.pdf Ismail, Nurul Halimatul Asmak and Awwad, Samer A.B. and Thinakaran, Rajermani and Quah, Wei Boon and Muniandy, Mohana (2024) Virtual reality and gamification in hospitality education at front desk. TEM Journal, 13 (3). pp. 1973-1980. ISSN 2217-8309; eISSN: 2217-8333 https://www.temjournal.com/content/133/TEMJournalAugust2024_1973_1980.html 10.18421/TEM133-25
spellingShingle Ismail, Nurul Halimatul Asmak
Awwad, Samer A.B.
Thinakaran, Rajermani
Quah, Wei Boon
Muniandy, Mohana
Virtual reality and gamification in hospitality education at front desk
title Virtual reality and gamification in hospitality education at front desk
title_full Virtual reality and gamification in hospitality education at front desk
title_fullStr Virtual reality and gamification in hospitality education at front desk
title_full_unstemmed Virtual reality and gamification in hospitality education at front desk
title_short Virtual reality and gamification in hospitality education at front desk
title_sort virtual reality and gamification in hospitality education at front desk
url http://psasir.upm.edu.my/id/eprint/114665/1/114665.pdf
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