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Kanjana Jansukpum; Suepphong Chernbumroong; Kannikar Intawong; Pradorn Sureephong; Kitti Puritat – New Review of Academic Librarianship, 2025
The objective of the present study was to examine the effects of using gamification implemented in immersive virtual reality for the promotion of library services in the university library including knowledge acquisition, knowledge retention and user engagement. In terms of research procedure, we divided the participants into Gamified and…
Descriptors: Computer Simulation, Library Services, Gamification, Knowledge Level
Amber Sewell – International Journal of Designs for Learning, 2023
This instructional design case describes the author's process for creating an augmented reality learning experience for library instruction at an academic library. With no budget, no team, and little experience with this type of technology, this design case describes the development of an instructional design utilizing emerging technologies. It…
Descriptors: Computer Simulation, Academic Libraries, Library Instruction, Educational Technology
Chander, Romesh; Dhar, Meghna; Bhatt, Ketan – Journal of Access Services, 2022
With the rising cases of theft, vandalism, mutilation, infiltration, and other fraudulent practices at academic libraries, the matter of library security has become a matter of greater concern for modern-day library professionals as well as scholars in the field of library and information science. Considering the seriousness of the issue, the…
Descriptors: Bibliometrics, Academic Libraries, Information Security, Crime

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