Children's Museums are one of the rapidly developing fields of museology. Over the past few years, there has been a noticeable increase in the use of Virtual Reality (VR) in the museums' sector to embrace technological innovations and adapt to the challenges of the digital era. Meanwhile, children play a significant role in their families' travel decision-making process, nevertheless, this segment lacks sufficient attention. Therefore, this paper aims at applying VR technology to the Egyptian Child Museum as one of the key interpretation tools that may help in the promotion of children's tourism. It also focuses on children and the use of VR technology in entertainment and education. Furthermore, it sheds the light on the benefits and challenges resulting from the application of VR technology to the children's museums sector. The mixed-method was used in this paper including the qualitative method which was applied by conducting in-depth interviews with five museum professionals at the Egyptian Child Museum. Moreover, a quantitative method was followed by distributing a survey to a sample of the children visiting the Egyptian Child Museum and their parents to obtain their perspectives on the museum's implementation of VR technology. The results indicate that children are fascinated with technology, and they have a great impact on travel-related decisions. At the same time, children's museums can be the cornerstone for an entire vacation. Thus, this study contributes to the promotion of the children's tourism traffic through the adoption of VR technology in the Egyptian Child Museum
Gamification is the use of game thinking, approaches and elements in a context different from the games. It is an important tool to know because it will almost certainly have a big role in the future of education. Using game mechanics develops motivation and learning in all circumstances. The main aim of gamification in education is to let students participate, contribute and cooperate with each other. The technique of gamification in education is to give students practical commands and feedback, and this is done via game mechanics added to online platforms, which will lead to achieve its aims and objectives. This study analyses pros and cons of using gamification in education as a motivational tool. The main data collection method involved a questionnaire conducted with a sample of academic professors; second questionnaire administered to students who applied gamification in their syllabus in order to investigate the effect of gamification on students' motivation in learning. The paper recommends that successful and sustainable gamification can convert students into fans and make learning a joy. In addition, a gamified application must offer a valuable experience; otherwise students are not going to use it.
Accessible tourism is considered one of the most contemporary themes in tourism and aims to enable disabled customers to move around and perform activities as freely as non-disabled people. According to previous research, the number of disabled visitors is rising due to the aging population. Thus, this paper explores accessible tourism and sheds the light on the requirements of disabled visitors in accommodation facilities. It aims to reveal the readiness of the accommodation facilities in Cairo, Egypt to provide services for visitors with disabilities. As hotels are the most popular type of accommodation globally, this study focuses on hotels rather than other types of accommodation. A checklist-based technique was used to collect primary data. The sample included 13 international five-star hotel chains in Cairo. The findings were satisfactory in terms of accessibility in the sleeping area, bathroom features, reservation and booking, power, lighting, and convenience factors. However, there are insufficient number of guest rooms and parking lots offered for disabled visitors, in addition to some challenges with the location, transportation and accessibility of public areas. Thus, the study provides set of recommendations to enhance services and facilities for people with disabilities in accommodation facilities.
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