The overall aim of THETA was to prepare students and professionals for a changing profession by offering versatile, virtual contexts for real-life case studies, using AR/VR-enabled learning spaces. These spaces, accessible through multiple platforms, in particular mobile phones, were used to share content and learning experiences at four European premier universities. To achieve this, we developed four intellectual outputs aimed at students and staff of tertiary hospitality management programmes. The specific objectives were to: - Create accessible digital facilities for real-life learning from a Design Oriented Research perspective - Prepare future professionals for a volatile and dynamic environment - Develop digital pedagogical competencies of educators - Develop digital, entrepreneurial and autonomous learning competencies - Develop high-quality digital content - Share the knowledge of leading hospitality institutions with other schools while building their knowledge base thereby strengthening their leadership role.
The overall aim of THETA is therefore to prepare students and professionals for a changing profession through immersive real-life learning experiences. In addition to in-company research and learning (options that are currently scarcely available), the project seeks to offer these experiences in versatile, virtual contexts for real-life learning, using AR/VR-enabled learning spaces. These spaces, accessible through multiple platforms, in particular mobile phones, will be used to share content and learning experiences at four of the European top-notch universities. These Digital Learning Spaces open up new opportunities for real-life learning through active learner engagement and situated learning, independent from time and place, emulating how professionals in the future will collaborate. We developed 4 prototypes of DLS, held succesfull MEs, research symposium and webinar, conducted research and wrote articles, developed a train-the trainer programme and support materials.