Course Description

Ø     This course introduces major tourism/hospitality/gaming theories through cases and other approaches. In particular, this course identifies various streams of theoretical foundations of the tourism/hospitality/gaming literature. It also draws implications on how these theories could be applied to the tourism industry. Business administration implications to tourism stakeholders (i.e., destination, tourists, tourism providers, government, and employees) are presented and discussed. The course is designed to cover eight major tourism/hospitality/gaming research streams: tourist behaviors, destination management, tourism product and special interest tourism, tourism and business functions, casino and gaming management, tourism information technology, destination management, and big data research.

Ø    The course emphasizes active learning; that is learning-by-doing as opposed to passive listening. It is believed that through active learning students internalize rather than memorize class materials. The course tailors the class contents to intrigue students’ intrinsic motivation in learning the subject and to develop their critical thinking skills in market-oriented management. Lecture, in-class exercise and discussion, case study, and group project are thus served as a means to encourage participation and as a scaffold to help students to reach their learning goals. Lectures serve as a means to explain principles, tools, techniques, problem-solving skills and case studies. Students are expected and encouraged to actively participate in class discussions and undertake individual and/or group exercises and assignments.

 

Learning Outcomes

Ø   Students should be able to acquire knowledge and understanding of various steams and theories of tourism/hospitality/gaming research.

 

Ø   Students should be able to recognize and identify theoretical foundations and contemporary research in tourism/hospitality/gaming studies.

 

Ø   Students should be able to carry out their knowledge and skills acquired in the course to the real-world setting that goes beyond the academia.

 

Ø   Students should be able to apply the knowledge and skills acquired in the course in various social settings and to apply them in tourism, hospitality, and gaming studies.