EFFECTS OF GAMIFICATION AND ANIME CHARACTERS IN LIBRARY ELEARNING MODULE
Journal Title: Research Hub - Year 2016, Vol 1, Issue 7
Abstract
From the beginning, peoples have always associated cartoons with negative effects especially towards the children. It influences the children to become violent or aggressive such as in certain video games. However, cartoons are also used positively in other fields such as education and entertainment due to its interactivity. E-learning developers for instance used cartoonic figures and approaches to magnetize user attention. Such influence can also be seen in education especially in providing E-learning syllabus and modules in schools. The same concept is also seen in library and information science. Libraries are using E-learning module to interact and capture users attention especially children. Furthermore, gamification is also applied with E-learning modules to improve children understanding. The aim of this paper is to explore the effects of gamification and E-learning in Library E-learning modules.
Authors and Affiliations
Nur Zamira Azwa Zainal Abidin and Ahmad Nadzri Mohamad
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