2022
DOI: 10.1007/978-3-030-98741-1_61
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Gamification Elements in E-Library Services in Higher Education: A Systematic Review

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Cited by 2 publications
(3 citation statements)
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“…The result in Table 1 also indicates that majority of the respondents agreed that projector (55.5%), digital board (57.9%), ILS (67.5%), plagiarism software (75.4%), research analysis software (77.8%) and gamification software (66.6%) were used for the development of elibrary. The result is supported by Adedokun, Ahmad and Miskon (2022) whose study revealed that plagiarism software is relevant for the development of e-library. In addition, the result agrees with the findings of Omeluzor and Ugoji (2020) who found out that gamification is necessary for the development of e-library.…”
Section: Demographic Information Of the Respondentsmentioning
confidence: 68%
See 1 more Smart Citation
“…The result in Table 1 also indicates that majority of the respondents agreed that projector (55.5%), digital board (57.9%), ILS (67.5%), plagiarism software (75.4%), research analysis software (77.8%) and gamification software (66.6%) were used for the development of elibrary. The result is supported by Adedokun, Ahmad and Miskon (2022) whose study revealed that plagiarism software is relevant for the development of e-library. In addition, the result agrees with the findings of Omeluzor and Ugoji (2020) who found out that gamification is necessary for the development of e-library.…”
Section: Demographic Information Of the Respondentsmentioning
confidence: 68%
“…On the software for e-library development, a study by Adedokun, Ahmad and Miskon (2022) further found that plagiarism software is relevant and need to be introduced into course management system of university to promote good practice. In addition, Adedokun, Ahmad and Miskon found out that gamification is necessary for students' engagement, fun and enthusiasm and can be explored by library management for the developmentof e-library.…”
Section: Ict Tools and Softwarementioning
confidence: 99%
“…Library orientation, website, databases, and education are a few instances of gamified e-library services. 16…”
Section: Gamification In Librariesmentioning
confidence: 99%