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...

وصف كامل

محفوظ في:
التفاصيل البيبلوغرافية
المؤلفون الرئيسيون: Adedokun, Folashade Oyinlola, Ahmad, Norasnita, Miskon, Suraya
التنسيق: Book Section
منشور في: Springer Science and Business Media Deutschland GmbH 2022
الموضوعات:
الوصول للمادة أونلاين:http://eprints.utm.my/id/eprint/99692/
http://dx.doi.org/10.1007/978-3-030-98741-1_61
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id my.utm.99692
record_format eprints
spelling my.utm.996922023-04-04T06:43:31Z http://eprints.utm.my/id/eprint/99692/ 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. Springer Science and Business Media Deutschland GmbH 2022 Book Section PeerReviewed Adedokun, Folashade Oyinlola and Ahmad, Norasnita and Miskon, Suraya (2022) Gamification elements in E-library services in higher education: A systematic review. In: Advances on Intelligent Informatics and Computing Health Informatics, Intelligent Systems, Data Science and Smart Computing. Lecture Notes on Data Engineering and Communications Technologies, 127 (NA). Springer Science and Business Media Deutschland GmbH, Cham, Switzerland, pp. 723-733. ISBN 978-3-030-98740-4 http://dx.doi.org/10.1007/978-3-030-98741-1_61 DOI : 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 Book Section
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
publisher Springer Science and Business Media Deutschland GmbH
publishDate 2022
url http://eprints.utm.my/id/eprint/99692/
http://dx.doi.org/10.1007/978-3-030-98741-1_61
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score 13.252575