The covid 19 immediate impact has intensely changed global trends. At the same time, the impact covid 19 has exhilarated research interest among researchers worldwide. In Malaysia, the Movement Control Order (MCO) and travel restrictions enforced by the Malaysian Government in March 2020 have significantly hit Malaysian daily life. Therefore, understanding the topic of interest and broadening collaboration networks is critically important to advance research development. This bibliometric study examines the Covid-19 research trends in Malaysia based on publication output, affiliated countries, and author co-occurrences. Utilizing the Scopus database, 1776 articles were identified and extracted from 2020 until 2021. The result has shown that the number of articles related to Covid 19 in Malaysia significantly increased in 2021, resulting in higher cumulative total publications. Most Covid 19 research publications in Malaysia collaborated with the United Kingdom, Pakistan, and United States. The bibliometric literature in this study have declared that digital technologies have the potential to fulfill customized requirements of COVID-19 pandemic. Thinking about advance technologies and its benefits, this study is going to provide a through literature about the application of advance technologies in real-time. Despite of that, this study also mapped the literature based on topic of interest to understand the benefits and application of these technologies in different areas including pure technology, sustainability, education, tourism, psychology, food and agriculture, and the economy.
Nowadays, it fosters a lighthearted atmosphere conducive to learning and can improve students' academic performance. As a result, learning through gamification has become one of lecturers' most popular strategies and approaches in today's classrooms. This study examines the determinants that affect students' acceptance of gamification among FBM students in UiTM, Kampus Alor Gajah. A sample of 248 diploma students was selected using proportionate stratified random sampling. Data were analysed using Statistical Package for Social Science (SPSS). The results showed a moderate positive relationship between all three independent variables (performance expectancy, social influence and perceived enjoyment) and students' acceptance of gamification, with performance expectancy having the most decisive influence.
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