Gamification elements in E-library services in higher education: A systematic review

E-libraries in higher education is to support teaching, learning, and research. Various services like online library services, e-reference services, e-SDI, and bibliographic services are rendered in the library to meet the users’ information, education, and research needs. E-libraries in institution...

全面介紹

Saved in:
書目詳細資料
Main Authors: Adedokun, Folashade Oyinlola, Ahmad, Norasnita, Miskon, Suraya
格式: Conference or Workshop Item
出版: 2022
主題:
在線閱讀:http://eprints.utm.my/id/eprint/99689/
http://dx.doi.org/10.1007/978-3-030-98741-1_61
標簽: 添加標簽
沒有標簽, 成為第一個標記此記錄!
id my.utm.99689
record_format eprints
spelling my.utm.996892023-03-10T01:42:09Z http://eprints.utm.my/id/eprint/99689/ Gamification elements in E-library services in higher education: A systematic review Adedokun, Folashade Oyinlola Ahmad, Norasnita Miskon, Suraya HD30.2 Knowledge management E-libraries in higher education is to support teaching, learning, and research. Various services like online library services, e-reference services, e-SDI, and bibliographic services are rendered in the library to meet the users’ information, education, and research needs. E-libraries in institutions of higher learning play vital roles, such as the provision of metadata to access e-resources and the introduction of plagiarism software into the course management system to promote good practice. Despite the relevance of the e-library services, the library management experiences low patronage by the prospective users. As a result, of not being aware of the e-library services within the academic community, the academic performance of the potential users is affected negatively. Based on this, there is a need to adopt gamification in e-library services in higher education to promote library services and improve the academic performance of library users. Gamification is an act of using game elements to engage and motivate learners in non-game contexts. The study aims to explore various game elements used in e-library services. Therefore, this study explores the Scopus database to identify, extract, and analyze various game elements used in e-library services. Articles were selected using PRISMA Statement for inclusion and exclusion criteria. Out of the 41 articles extracted, 29 were thoroughly read and analyzed. In addition, the study results show that rewards, points, feedback, badges, leaderboards, and prizes are significant elements used in e-library services to bring fun, engagement, and enthusiasm. This study will guide the library management in providing necessary facilities that will aid in the implementation of gamification in e-library services in higher education. Lastly, the study suggests future research. 2022 Conference or Workshop Item PeerReviewed Adedokun, Folashade Oyinlola and Ahmad, Norasnita and Miskon, Suraya (2022) Gamification elements in E-library services in higher education: A systematic review. In: 6th International Conference of Reliable Information and Communication Technology (IRICT 2021), 22 - 23 December 2021, Virtual, Online. http://dx.doi.org/10.1007/978-3-030-98741-1_61
institution Universiti Teknologi Malaysia
building UTM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Malaysia
content_source UTM Institutional Repository
url_provider http://eprints.utm.my/
topic HD30.2 Knowledge management
spellingShingle HD30.2 Knowledge management
Adedokun, Folashade Oyinlola
Ahmad, Norasnita
Miskon, Suraya
Gamification elements in E-library services in higher education: A systematic review
description E-libraries in higher education is to support teaching, learning, and research. Various services like online library services, e-reference services, e-SDI, and bibliographic services are rendered in the library to meet the users’ information, education, and research needs. E-libraries in institutions of higher learning play vital roles, such as the provision of metadata to access e-resources and the introduction of plagiarism software into the course management system to promote good practice. Despite the relevance of the e-library services, the library management experiences low patronage by the prospective users. As a result, of not being aware of the e-library services within the academic community, the academic performance of the potential users is affected negatively. Based on this, there is a need to adopt gamification in e-library services in higher education to promote library services and improve the academic performance of library users. Gamification is an act of using game elements to engage and motivate learners in non-game contexts. The study aims to explore various game elements used in e-library services. Therefore, this study explores the Scopus database to identify, extract, and analyze various game elements used in e-library services. Articles were selected using PRISMA Statement for inclusion and exclusion criteria. Out of the 41 articles extracted, 29 were thoroughly read and analyzed. In addition, the study results show that rewards, points, feedback, badges, leaderboards, and prizes are significant elements used in e-library services to bring fun, engagement, and enthusiasm. This study will guide the library management in providing necessary facilities that will aid in the implementation of gamification in e-library services in higher education. Lastly, the study suggests future research.
format Conference or Workshop Item
author Adedokun, Folashade Oyinlola
Ahmad, Norasnita
Miskon, Suraya
author_facet Adedokun, Folashade Oyinlola
Ahmad, Norasnita
Miskon, Suraya
author_sort Adedokun, Folashade Oyinlola
title Gamification elements in E-library services in higher education: A systematic review
title_short Gamification elements in E-library services in higher education: A systematic review
title_full Gamification elements in E-library services in higher education: A systematic review
title_fullStr Gamification elements in E-library services in higher education: A systematic review
title_full_unstemmed Gamification elements in E-library services in higher education: A systematic review
title_sort gamification elements in e-library services in higher education: a systematic review
publishDate 2022
url http://eprints.utm.my/id/eprint/99689/
http://dx.doi.org/10.1007/978-3-030-98741-1_61
_version_ 1761616366580793344
score 13.252575