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1 – 10 of over 5000Kenneth Butcher and Chachaya Yodsuwan
The purpose of this paper is to discuss the current status of experimental research within hospitality and tourism. This paper further aims to develop practical ideas for…
Abstract
Purpose
The purpose of this paper is to discuss the current status of experimental research within hospitality and tourism. This paper further aims to develop practical ideas for enhancing the adoption of a cause and effect mindset in researchers.
Design/methodology/approach
A mini-review of the level of experimental designs and best-practice ideas published by the top 12 journals in hospitality and tourism over a five-year period was conducted.
Findings
Although the absolute number of experimental studies is growing, the ratio of experimental studies to overall publications remains low at 6.4%. To increase the take-up of experimental design, a broader typology of field experiments is presented. Practical steps to increase causal reality are provided under the categories of purpose; scenario development; scenario testing; and sample characteristics.
Research limitations/implications
The methodological advances suggested in this paper can contribute to more robust theory development and testing. The recommendations offer guidance to a new generation of researchers seeking to add causal value to their studies, researchers collaborating with scholars from other discipline areas and hospitality managers seeking stronger evidence of cause and effect.
Originality/value
This paper identifies key obstacles to the take-up of experimental design and the contemporary status of experimental design. A novel typology of five experimental designs that distinguish the difference between experimental and correlational designs in terms of explanatory power is presented, together with a comprehensive list of best practice suggestions to increase causal reality in scenario design.
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Jonathan Núñez Aedo, Marcela A. Cruchaga and Mario A. Storti
This paper aims to report the study of a fluid buoy system that includes wave effects, with particular emphasis on validating the numerical results with experimental data.
Abstract
Purpose
This paper aims to report the study of a fluid buoy system that includes wave effects, with particular emphasis on validating the numerical results with experimental data.
Design/methodology/approach
A fluid–solid coupled algorithm is proposed to describe the motion of a rigid buoy under the effects of waves. The Navier–Stokes equations are solved with the open-source finite volume package Code Saturne, in which a free-surface capture technique and equations of motion for the solid are implemented. An ad hoc experiment on a laboratory scale is built. A buoy is placed into a tank partially filled with water; the tank is mounted into a shake table and subjected to controlled motion that promotes waves. The experiment allows for recording the evolution of the free surface at the control points using the ultrasonic sensors and the movement of the buoy by tracking the markers by postprocessing the recorded videos. The numerical results are validated by comparison with the experimental data.
Findings
The implemented free-surface technique, developed within the framework of the finite-volume method, is validated. The best-obtained agreement is for small amplitudes compatible with the waves evolving under deep-water conditions. Second, the algorithm proposed to describe rigid-body motion, including wave analysis, is validated. The numerical body motion and wave pattern satisfactorily matched the experimental data. The complete 3D proposed model can realistically describe buoy motions under the effects of stationary waves.
Originality/value
The novel aspects of this study encompass the implementation of a fluid–structure interaction strategy to describe rigid-body motion, including wave effects in a finite-volume context, and the reported free-surface and buoy position measurements from experiments. To the best of the authors’ knowledge, the numerical strategy, the validation of the computed results and the experimental data are all original contributions of this work.
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This study aimed to identify the level of students' academic integration in the physical environment of the classroom.
Abstract
Purpose
This study aimed to identify the level of students' academic integration in the physical environment of the classroom.
Design/methodology/approach
This study used an experimental approach. The study sample consisted of 60 students, who were divided into an experimental group (n = 30) and a control group (n = 30) in two classrooms (classes 9 and 13). To verify the equivalence of the two groups, an ANOVA test was performed to determine the level of academic integration, and identify any statistically significant differences between the two groups before separating them and controlling all the other variables, except for the classroom environment variable.
Findings
The results revealed no statistically significant differences in the mean of pre-application academic integration. Ten days later, the lecturer explained the topic within the academic course and redistributed the scale of academic integration. The results of the second application revealed differences in the average mean of academic integration in favour of the experimental group (class 13). To identify statistically significant differences, a t-test was used for independent samples. The results showed statistically significant differences in the level of academic integration of the experimental group attributed to the variable of physical environment in favour of class 13.
Originality/value
This study recommend to proposing future physical learning environments in classrooms by improving physical aspects. These new learning environments can enhance the cooperation between teachers and students, allow for easier conveyance of ideas and promote students' ability to solve problems more effectively. The use of Metaverse technology in education may create an appropriate virtual physical environment that solves the problem of the physical environment and raises the level of academic integration of students.
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Pan Ai-Jou, Bo-Yuan Cheng, Pao-Nan Chou and Ying Geng
We applied a true-experimental randomized control posttest design to collect and analyze quantitative and qualitative data to compare the effects of the AR and traditional board…
Abstract
Purpose
We applied a true-experimental randomized control posttest design to collect and analyze quantitative and qualitative data to compare the effects of the AR and traditional board games on students’ SDG learning achievements.
Design/methodology/approach
We applied a true-experimental randomized control posttest design to collect and analyze quantitative and qualitative data to compare the effects of AR and traditional board games on students' SDG learning achievements.
Findings
Our analysis of the quantitative and qualitative data revealed that the effects of AR and traditional board games on the students' cognitive outcomes differed significantly, indicating the importance of providing a situated learning environment in SDG education. Moreover, the students perceived that the incorporation of the AR game into SDG learning improved their learning effectiveness – including both cognitive and affective dimensions – thus confirming its educational value and potential in SDG learning.
Originality/value
To the best of our knowledge, this is the first study to explore the effectiveness of different learning tools (AR and traditional board games) and to evaluate the importance of providing a situated learning environment through a true-experimental randomized control posttest design.
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Jong-Hyeong Kim and Hanqun Song
Restaurant operators often use auspicious connotations embedded in the names and shapes of dishes to increase consumers’ purchase intentions. However, the interaction effect of…
Abstract
Purpose
Restaurant operators often use auspicious connotations embedded in the names and shapes of dishes to increase consumers’ purchase intentions. However, the interaction effect of multiple auspicious cues (i.e. food name and shape) on purchase intentions has rarely been examined in the restaurant context. Thus, grounded in processing fluency theory, this study investigates the direct influence of the two-way interaction effect of food name (auspicious vs nonauspicious) and shape (auspicious vs. nonauspicious) on purchase intentions and its indirect influence via perceived auspiciousness and positive emotions.
Design/methodology/approach
Utilizing a 2 (food name: auspicious name vs. nonauspicious name) × 2 (food shape: auspicious shape vs. nonauspicious shape) between-subjects design, the authors conducted two experimental studies with 356 Chinese customers. In Study 1, which focused on a main dish, we investigated the two-way interaction effect food name × food shape on purchase intentions. In Study 2, we replicated this experimental study by focusing on a different food type (i.e. dessert) to test the direct and indirect influences of the two-way interaction of food name × food shape on purchase intentions through perceived auspiciousness and positive emotions.
Findings
The results reveal that the congruity condition of auspicious names and shapes significantly influences consumers’ purchase intentions. Congruity with auspicious food cues also indirectly affects purchase intentions through consumers’ perceived auspiciousness and positive emotions. These effects were consistently observed in two experimental studies analyzing different dish types (main dish and dessert).
Practical implications
Restaurateurs should consider utilizing auspicious food cues to attract customers. Specifically, they should combine both food name and shape to increase their perceived auspiciousness and sales.
Originality/value
This study tested processing fluency theory using auspicious food cues. This study contributes to the hospitality literature by improving our understanding of the congruence effect by exemplifying the conceptual alignment between food name and food shape.
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Muhammet Uludag and Osman Ulkir
In this study, experimental studies were carried out using different process parameters of the soft pneumatic gripper (SPG) fabricated by the fused deposition modeling method. In…
Abstract
Purpose
In this study, experimental studies were carried out using different process parameters of the soft pneumatic gripper (SPG) fabricated by the fused deposition modeling method. In the experimental studies, the surface quality of the gripper was examined by determining four different levels and factors. The experiment was designed to estimate the surface roughness of the SPG.
Design/methodology/approach
The methodology consists of an experimental phase in which the SPG is fabricated and the surface roughness is measured. Thermoplastic polyurethane (TPU) flex filament material was used in the fabrication of SPG. The control factors used in the Taguchi L16 vertical array experimental design and their level values were determined. Analysis of variance (ANOVA) was performed to observe the effect of printing parameters on the surface quality. Finally, regression analysis was applied to mathematically model the surface roughness values obtained from the experimental measurements.
Findings
Based on the Taguchi signal-to-noise ratio and ANOVA, layer height is the most influential parameter for surface roughness. The best surface quality value was obtained with a surface roughness value of 18.752 µm using the combination of 100 µm layer height, 2 mm wall thickness, 200 °C nozzle temperature and 120 mm/s printing speed. The developed model predicted the surface roughness of SPG with 95% confidence intervals.
Originality/value
It is essential to examine the surface quality of parts fabricated in additive manufacturing using different variables. In the literature, surface roughness has been examined using different factors and levels. However, the surface roughness of a soft gripper fabricated with TPU material has not been examined previously. The surface quality of parts fabricated using flexible materials is very important.
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Nagat Zalhaf, Mariam Ghazy, Metwali Abdelatty and Mohamed Hamed Zakaria
Even though it is widely used, reinforced concrete (RC) is susceptible to damage from various environmental factors. The hazard of a fire attack is particularly severe because it…
Abstract
Purpose
Even though it is widely used, reinforced concrete (RC) is susceptible to damage from various environmental factors. The hazard of a fire attack is particularly severe because it may cause the whole structure to collapse. Furthermore, repairing and strengthening existing structures with high-performance concrete (HPC) has become essential from both technical and financial points of view. In particular, studying the postfire behavior of HPC with normal strength concrete substrate requires experimental and numerical investigations. Accordingly, this study aims to numerically investigate the post-fire behavior of reinforced composite RC slabs.
Design/methodology/approach
Consequently, in this study, a numerical analysis was carried out to ascertain the flexural behavior of simply supported RC slabs strengthened with HPC and exposed to a particularly high temperature of 600°C for 2 h. This behavior was investigated and analyzed in the presence of a number of parameters, such as HPC types (fiber-reinforced, 0.5% steel, polypropylene fibers [PPF], hybrid fibers), strengthening side (tension or compression), strengthening layer thickness, slab thickness, boundary conditions, reinforcement ratio and yield strength of reinforcement.
Findings
The results showed that traction-separation and full-bond models can achieve accuracy compared with experimental results. Also, the fiber type significantly affects the postfire performance of RC slab strengthened with HPC, where the inclusion of hybrid fiber recorded the highest ultimate load. While adding PPF to HPC showed a rapid decrease in the load-deflection curve after reaching the ultimate load.
Originality/value
The proposed model accurately predicted the thermomechanical behavior of RC slabs strengthened with HPC after being exposed to the fire regarding load-deflection response, crack pattern and failure mode. Moreover, the considered independent parametric variables significantly affect the composite slabs’ behavior.
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The purpose of this paper is to investigate the impact of near-wall treatment approaches, which are crucial parameters in predicting the flow characteristics of open channels, and…
Abstract
Purpose
The purpose of this paper is to investigate the impact of near-wall treatment approaches, which are crucial parameters in predicting the flow characteristics of open channels, and the influence of different vegetation covers in different layers.
Design/methodology/approach
Ansys Fluent, a computational fluid dynamics software, was used to calculate the flow and turbulence characteristics using a three-dimensional, turbulent (k-e realizable), incompressible and steady-flow assumption, along with various near-wall treatment approaches (standard, scalable, non-equilibrium and enhanced) in the vegetated channel. The numerical study was validated concerning an experimental study conducted in the existing literature.
Findings
The numerical model successfully predicted experimental results with relative error rates below 10%. It was determined that nonequilibrium wall functions exhibited the highest predictive success in experiment Run 1, standard wall functions in experiment Run 2 and enhanced wall treatments in experiment Run 3. This study has found that plant growth significantly alters open channel flow. In the contact zones, the velocities and the eddy viscosity are low, while in the free zones they are high. On the other hand, the turbulence kinetic energy and turbulence eddy dissipation are maximum at the solid–liquid interface, while they are minimum at free zones.
Originality/value
This is the first study, to the best of the author’s knowledge, concerning the performance of different near-wall treatment approaches on the prediction of vegetation-covered open channel flow characteristics. And this study provides valuable insights to improve the hydraulic performance of open-channel systems.
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Kamaludeen Samaila and Hosam Al-Samarraie
The flipped classroom model is an emerging teaching pedagogy in universities, colleges and secondary schools. This model will likely be successful if students prepare and acquire…
Abstract
Purpose
The flipped classroom model is an emerging teaching pedagogy in universities, colleges and secondary schools. This model will likely be successful if students prepare and acquire basic knowledge before class hours. Pre-class video lectures are common for students to access knowledge before class hours. However, students often do not watch the pre-class videos or do so only immediately before class hours due to poor engagement and supporting strategies, which can have detrimental effects on their learning achievement. To address this issue, embedding quiz questions into pre-class recorded videos may increase the completion of pre-class activities, students' engagement and learning success. This study examines the effect of a quiz-based flipped classroom (QFC) model to improve students' learning achievement and engagement in a computer science course.
Design/methodology/approach
The study involved 173 participants divided into experimental and control groups. The experimental group consisted of 78 students who used the QFC model, while the control group consisted of 73 students who used the conventional flipped classroom (CFC) model.
Findings
The 10-week experiment showed that the QFC model effectively improved students' learning achievement and engagement (both behavioral and agentic) compared to the CFC model.
Practical implications
Embedding quiz strategy into the pre-class video demonstrated the potential support to enhance the efficacy of the CFC model. Based on the results of this research, the authors recommended that flipped educators can use the quiz strategy to minimize pre-class issues (especially students' disengagement).
Originality/value
This research adds to the existing literature by evaluating the effect of the newly proposed model on students' learning outcomes and engagement. This study's results can guide colleges and universities intending to implement a blended learning or flipped learning model. The research also gives design, content and course implementation guidelines, which can help engage students to achieve their learning objectives.
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The purpose of this research was to investigate how VR-mediated sports, as opposed to 2-D screens, affect the emotional and cognitive experiences of fans with the game and its…
Abstract
Purpose
The purpose of this research was to investigate how VR-mediated sports, as opposed to 2-D screens, affect the emotional and cognitive experiences of fans with the game and its sponsors.
Design/methodology/approach
The current study employed a single-factorial experimental design, in which participants were randomly assigned to either watch a soccer game through a VR headset or a 2-D screen. Physiological and self-reported measures were used to measure levels of presence, arousal, attention and memory.
Findings
Participants who watched sports through VR experienced a higher level of presence, greater psychophysiological arousal, and exhibited higher levels of attention toward the game. However, they showed lower recognition for in-stadium signage compared to those who watched the game on a 2-D screen.
Practical implications
The results suggest that sports teams can use VR to create a more immersive and engaging experience for fans. Additionally, in-stadium signage advertising may not be as effective in VR sport broadcasting contexts, and sports practitioners may want to explore alternative forms of advertising that are better suited for VR environments.
Originality/value
Methodologically, this study used a combination of self-reported and real-time physiological measures to capture dynamic and spontaneous changes in fans while watching games. Theoretically, this study utilized the Dynamic Human-Centered Communication System Theory to adopt a human-centered approach to understand how VR impacts the experience of sport game viewers.
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