2021
DOI: 10.1177/09610006211067273
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A gamified mobile application for first-year student orientation to promote library services

Abstract: This study proposes a mobile application as a new approach for first-year student orientation to promote knowledge of library services using the gamification concept. The application is based on mobile devices with GPS to locate students, allowing them to catch, collect, and battle monsters around the library with questions on library service instructions. To evaluate the learning effectiveness of the approach, we performed a comparative experiment in which the control group used e-learning, while the experime… Show more

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Cited by 12 publications
(7 citation statements)
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References 31 publications
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“…However, the quiz cannot enhance any information of the physical exhibition. While previous research [47], [48], [49] asserted that Gamification can enhance students' learning experiences in school and university. These are inconsistent with our results that this may also be used in different contexts of exhibition in public space and museum settings.…”
Section: Discussionmentioning
confidence: 95%
“…However, the quiz cannot enhance any information of the physical exhibition. While previous research [47], [48], [49] asserted that Gamification can enhance students' learning experiences in school and university. These are inconsistent with our results that this may also be used in different contexts of exhibition in public space and museum settings.…”
Section: Discussionmentioning
confidence: 95%
“…After building the virtual environment of the academic library in the Unity game engine, the next step was to implement the gamification concept to enhance engagement and motivation to participate in our virtual library. 38 We established four gamified services (Library Orientation, Research Support, Book Borrowing, and Technology Services), we included gamification elements such as a leaderboard, points system, level up, and badges in the profile after finishing the tasks, as shown in figure 3. The overview of gamified services is shown in table 1.…”
Section: Metaverse Platformmentioning
confidence: 99%
“…Nevertheless, without a clear idea on which tower should be checked first, confusion among participants may occur. It is critical that every participant stays in the Flow Zone [29] without hesitating about the direction of running Time pressure. It refers to a specific limitation that requires the player to finish a route in a specified period of time [30].…”
Section: Defining the Game Elementsmentioning
confidence: 99%