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Blended learning for an educational event in a leisure context

Impact on the participants’ experience

Bibliographic Data

ID12855722
AuthorsM Iglesias (0000-0003-2696-3801, corresponding author), María Jesús Monteagudo Sánchez (0000-0002-6725-5265), Mp De Brito (0000-0001-8629-6444)
Year2021
Volume63
Issue4
Pages374-389
Publication date2021-03-09
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueWorld Leisure & Recreation (JOURNAL)
Journal identifiersISSN: 1026-1133 • E-ISSN: 2333-4509
PublisherTaylor & Francis (PUBLISHER • GB)
DOI10.1080/16078055.2021.1897661
OpenAlexW3134887258
LanguageEN
References cited32

This paper contributes to the blended learning paradigm for educational events in a leisure context, where organisers and participants can no longer rely on a linear approach for knowledge transfer and learning (Robinson, 2011; Giacalone, 2001) in a non-linear world (Castells, 2000). With the design of meaningful experiences at the core of Leisure Studies and of Events as their sub-field (Richards, G., Marques, L. & Mein, K., 2016), it is appropriate to investigate experiential learning and the role of blended learning in the participants’ experience, in a leisure context. The qualitative methodology focuses on in-depth, semi-structured interviews held with students enrolled in leisure studies and tourism management programmes who took part in the World Leisure international field school, which takes place biennially as a satellite event to the World Leisure Congress. The findings indicate that constructing a tailored blended learning experience in an educational event within a leisure context has a positive impact on the participants’ learning experience and knowledge transfer, extending it in terms of time and spaces. This research has relevant implications for practitioners, academics and designers targeting blended learning environments in educational events in leisure-related contexts

Blended Learning · Context (archaeology · Educational technology · Event (particle physics · Experiential learning · Geography · Leisure studies · Pedagogy · Political science · Sociology · Tourism · Educational Games and Gamification · Impact of Technology on Adolescents · Psychology · Recreation, Leisure, Wilderness Management

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