SMART TOURISM AND EVENTS DESIGN - 2021/2
Module code: MANM432
In light of the Covid-19 pandemic, and in a departure from previous academic years and previously published information, the University has had to change the delivery (and in some cases the content) of its programmes, together with certain University services and facilities for the academic year 2020/21.
These changes include the implementation of a hybrid teaching approach during 2020/21. Detailed information on all changes is available at: https://www.surrey.ac.uk/coronavirus/course-changes. This webpage sets out information relating to general University changes, and will also direct you to consider additional specific information relating to your chosen programme.
Prior to registering online, you must read this general information and all relevant additional programme specific information. By completing online registration, you acknowledge that you have read such content, and accept all such changes.
As information and communication technology continue to become an integrated part of society it is important for tourism & event managers and policy makers to understand the implications with regards to the design of tourism & event experiences and places. This module highlights the importance of “design thinking” in tourism & events and explores the core considerations that managers of the future must contend with such as the increasingly important role of big data analytics, the role of ICT, emotion, authenticity and staging of tourism & event experiences, and the complexity of regional tourism systems.
Hospitality, Tourism & Events Management
SCARLES Caroline (Hosp & Tour)
Number of Credits: 15
ECTS Credits: 7.5
Framework: FHEQ Level 7
JACs code: N832
Module cap (Maximum number of students): N/A
Prerequisites / Co-requisites
Indicative content includes:
- Models, theories of tourism & event design science
- Models and theories of tourism & event experience design
- Models and theories of gamification
- Principles and practice of Big Data analytics
- Information Communication Technology and the Internet of Things
- Experience Economy and Co-creation
- Smart Tourism system principles
- Case study examples.
|Assessment type||Unit of assessment||Weighting|
|Coursework||Individual Essay (2000 words)||50|
|Coursework||Group Report (3000 words)||50|
Group Report (3000 words) - Report on individual basis (2000 words) 50%
The assessment strategy is designed to provide students with the opportunity to demonstrate their knowledge and understanding as well as their ability to critique and analyse the issues covered during the module. For this the strategy allows them to choose to focus on one particular issue or aspect of the material covered and also requires them to take an overview of development issues in a more general way. The strategy also requires them to explore theoretical issues and well as practical issues by asking them to relate the theory to particular examples of tourism design.
Thus, the summative assessment for this module consists of:
- One individual essay (2000 words)
- One group assignment presented as group written report (3000 words)
Formative assessment and feedback
For the group essay the students will initially prepare and submit an outline on which they will receive written feedback before submitting the summative version. They will also receive
written individual feedback on the individual summative assignment as well as general class feedback. For the group assignment the students will receive written feedback for each group on their class presentation and on the written report.
- To provide an in depth understanding of tourism & event design science and the various theories that help to understand the design process in tourism.
- To assess critically the concept of “smart tourism& event ” and its implications for tourism design and event management
- To provide a critical appreciation of Information Communication Technology in relation to the design, co-creation, monitoring, and evaluation of tourism & event experience.
- To evaluate the role and relevance of gamification in the design tourism & event experiences.
- To understand the principles, concepts, and tools for tourism & event experience design
- To understand the principles, concepts, and tools for tourism place design
|001||Understand the nature of and interrelationships between ICT and tourism & event decision making and experiences||CK|
|002||Have a critical awareness of the structure and function of “Smart” Tourism & Event Systems||CK|
|003||Evaluate critically the issues concerning the design of tourism & event experiences||CK|
|004||Evaluate critically the issues concerning the design of tourism & event||CK|
|005||Understand the ways in which gamification techniques can be used to design tourism & event experience||CK|
|006||Be familiar with the implications of personalization, emotion, and authenticity in the development and planning of tourism & event experiences||CK|
|007||Recognise and appreciate the role of Big Data in tourism design||CK|
|008||Communicate in written form and orally||PT|
|009||Work in groups to reach decisions about development options||PT|
C - Cognitive/analytical
K - Subject knowledge
T - Transferable skills
P - Professional/Practical skills
Overall student workload
Independent Study Hours: 117
Lecture Hours: 33
Methods of Teaching / Learning
The learning and teaching strategy is designed to:
The overall strategy for this module is for the lecturers to provide the basic framework for understanding the issues and, with the support of visiting speakers, to provide some detailed and practical examples. This then is supplemented by the students through their reading in connection with the topics covered in class; through reading more generally around the topics, to include both the academic literature and more practical reports; and through their preparation of an individual and group assignment, both of which will also require literature research. The module is structured so that the theoretical and key issues related to tourism design are covered in the earlier part of the semester. More detailed and practical issues are dealt with in the second part and in the assessment tasks
The learning and teaching methods include:
- Class discussions (included in above)
- Case Studies (included in above)
- Supporting material on Surreylearn
- Guided reading
Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.
Reading list for SMART TOURISM AND EVENTS DESIGN : http://aspire.surrey.ac.uk/modules/manm432
Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2021/2 academic year.