909 resultados para Travel Grants
Resumo:
O presente relatório de estágio apresenta a experiencia de nove meses de estágio na Agência de Viagens GlobalSea Travel. Este inicia-se através de uma introdução e, de seguida, uma revisão literária com alguns dos mais importantes conceitos trabalhados ao longo do estágio. Nesse capítulo são definidos alguns conceitos sobre o Turismo de Cruzeiros, sendo apresentada uma definição do que é este tipo de Turismo e uma explicação sobre a evolução que este sofreu ao longo dos tempos e como a sua importância tem crescido em Portugal. É também referenciado o porquê da realização de um Plano de Marketing e as suas vantagens e objetivos para uma empresa, além disso a importância que a internet tem vindo a ter ao longo dos anos para as empresas e consequentemente para o turismo. Por fim, é realizada uma abordagem às redes sociais, uma definição das mesmas, a sua importância para o turismo e, mais importante ainda, para o turista. No segundo capítulo será caracterizada a Agência de Viagens GlobalSea Travel, assim como a sua evolução ao longo dos anos. É realizada uma caracterização do perfil dos clientes da agência e feita uma abordagem dos principais produtos vendidos. Sendo esses produtos os cruzeiros e as excursões de cruzeiro, são definidos os diferentes tipos de cruzeiros que existem, as vantagens da realização de uma viagem de cruzeiro, as principais companhias de cruzeiros e itinerários procurados e vendidas na GlobalSea Travel. Relativamente às excursões de cruzeiro é feita uma definição destas, de como a parceria entre a GlobalSea Travel e a Shore2Shore se iniciou, até à criação da marca Shore2Shore Portugal. Por fim, é feita uma abordagem sobre as estratégias de marketing aplicadas pela empresa a nível da presença da GlobalSea Travel na Web e redes sociais e, além disso, a promoção e publicidade realizada. O último capítulo faz referência a todos os projetos que foram desenvolvidos durante os nove meses de estágio, as razões que levaram à sua realização e os seus principais objetivos. Foram realizados três projetos principais, sendo estes referentes às excursões de cruzeiros Shore2Shore Portugal, ao desenvolvimento das redes sociais e, por fim, ao desenvolvimento e atualização do website GlobalSea Travel.
Resumo:
This study aims to determine which factors influence travellers’ intentions to purchase travel online by proposing and empirically testing a new model grounded on the theory of planned behaviour. In order to validate the model, a web-based questionnaire was applied and a total of 1732 valid responses were obtained. The findings show that attitudes, perceived risk, and perceived behavioural control have significant effects on intentions to purchase travel online. However, contrary to what was expected, neither trust nor the influence of others seems to directly affect intentions to purchase travel online. Finally, the paper discusses the findings with the implicationsfor theory and practice and makes several suggestions for future research.
Resumo:
This study aims to determine which factors influence travellers’ intentions to purchase travel online by proposing and empirically testing a new model grounded on the theory of planned behaviour. In order to validate the model, a web-based questionnaire was applied and a total of 1732 valid responses were obtained. The findings show that attitudes, perceived risk, and perceived behavioural control have significant effects on intentions to purchase travel online. However, contrary to what was expected, neither trust nor the influence of others seems to directly affect intentions to purchase travel online. Finally, the paper discusses the findings with the implications for theory and practice and makes several suggestions for future research.
Resumo:
Using the concept of time travel as a contextual and narrative tool, the author explores themes of love, loss and growth after trauma. Reflections relate primarily to the experience of conducting the qualitative research method of autoethnography. Opening with consideration of existing work (Yoga and Loss: An Autoethnographical Exploration of Grief, Mind, and Body), discussion moves on to academic thought on mental time travel, and personal transformation, culminating in the construction of a new memory combining past, present, and future.
Resumo:
The South Carolina General Assembly created the South Carolina Community Block Grant for Education Pilot Program by Proviso 1.94 in the 2014-15 General Appropriation Act. The intent of the proviso is to encourage public school districts and district entrepreneurial public educators to undertake state-of-the-art initiatives to improve student learning and to share the results with the state’s public education community. Although community partnerships were the focus of the grant, school districts were the lead agencies on the grant were directed by proviso to provide reports, summaries and items for the evaluation component of the grant. Through this proviso, one million dollars was allocated for the block grants with direct allocations to school districts. One hundred percent of the funds were allocated to school districts. No grant award was to exceed $250,000 annually unless the grants committee found that exceptional circumstances warranted exceeding this amount.
Resumo:
The South Carolina General Assembly created the South Carolina Community Block Grant for Education Pilot Program by Proviso 1.94 in the 2014-15 General Appropriation Act. The purpose of the proviso was to encourage and sustain partnerships between a community and its public school district for the implementation of innovative, state-of-the-art education initiatives and models to improve learning. Any public school, including a charter school, was eligible to submit a grant application. The proviso asserts that the success of the grant program is best served when there is vigorous community support, which is integral to the development and implementation on innovative initiatives for young people. Through this proviso, one million dollars was allocated for the block grants with direct allocations to school districts. Grants awarded were to be implemented for a period of one year beginning July 1, 2015 until June 30, 2016.
Resumo:
Background: The enduring aging of the world population and prospective increase of age-related chronic diseases urge the implementation of new models for healthcare delivery. One strategy relies on ICT (Information and Communications Technology) home-based solutions allowing clients to pursue their treatments without institutionalization. Stroke survivors are a particular population that could strongly benefit from such solutions, but is not yet clear what the best approach is for bringing forth an adequate and sustainable usage of home-based rehabilitation systems. Here we explore two possible approaches: coaching and gaming. Methods: We performed trials with 20 healthy participants and 5 chronic stroke survivors to study and compare execution of an elbow flexion and extension task when performed within a coaching mode that provides encouragement or within a gaming mode. For each mode we analyzed compliance, arm movement kinematics and task scores. In addition, we assessed the usability and acceptance of the proposed modes through a customized self-report questionnaire. Results: In the healthy participants sample, 13/20 preferred the gaming mode and rated it as being significantly more fun (p < .05), but the feedback delivered by the coaching mode was subjectively perceived as being more useful (p < .01). In addition, the activity level (number of repetitions and total movement of the end effector) was significantly higher (p <.001) during coaching. However, the quality of movements was superior in gaming with a trend towards shorter movement duration (p=.074), significantly shorter travel distance (p <.001), higher movement efficiency (p <.001) and higher performance scores (p <.001). Stroke survivors also showed a trend towards higher activity levels in coaching, but with more movement quality during gaming. Finally, both training modes showed overall high acceptance. Conclusions: Gaming led to higher enjoyment and increased quality in movement execution in healthy participants. However, we observed that game mechanics strongly determined user behavior and limited activity levels. In contrast, coaching generated higher activity levels. Hence, the purpose of treatment and profile of end-users has to be considered when deciding on the most adequate approach for home based stroke rehabilitation.
Resumo:
Mediante el acercamiento que se hizo al área corporativa de BCD TRAVEL COLOMBIA y considerando el importante crecimiento actual del Sector Turismo y más precisamente de los viajes con motivo corporativo en el país, surge la necesidad del presente trabajo. Al hacer un análisis interno en la organización y de su entorno, se evidenció que la compañía tiene carencia en procesos y establecimiento de nuevas estrategias que le permitan identificar y potencializar oportunidades en su mercado objetivo y en torno a sus clientes y proveedores, lo cual, puede amenazar y comprometer la estabilidad y prestigio de empresa y así mismo su perdurabilidad. Se elaborará un propuesta de mejora en torno a el área de mercadeo y de logística con el fin de estructurar herramientas que le permitan a la compañía tener un horizonte definido, conocer su posición estratégica en el mercado actual, a donde quiere llegar y que debe hacer para lograr los objetivos establecidos en su unidad de negocio corporativa, la cual representa el mayor porcentaje de ingresos para la compañía. . Se espera que los planes de mejora y estrategias establecidas generen servicios de valor agregado e impacten positivamente a lo largo de la cadena de suministro logrando mayor rentabilidad, competitividad y seguimiento de todos los procesos de esta unidad de negocio.