RU

Irina S. Efimenko

City: Orel, Russian Federation
Degree: Candidate of Economic Sciences
Work: Orel State Institute of Culture
Post: Associate Professor, Vice-Rector for Development, Finance and Administrative Work
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Articles

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Modernization of higher education opens up prospects for using artificial intelligence technology to improve the quality of training for library specialists. The use of generative neural network services meets both the requirements for training programs for highly qualified librarians and the requirements for the level of their demanded soft skills development. The authors examine the problem of justifying the effectiveness of including artificial intelligence technology in the training process of library specialists. The purpose of the study is to explore the potential of using generative neural networks in training librarians to improve the quality of their education. The scientific novelty lies in the fact that the didactic potential of using generative neural networks in training specialists for library and information activities is justified. Theoretical significance – the identified didactic capabilities are supported by electronic interactive communication in the educational environment to develop soft skills, the most popular in digital society. The generative neural network is considered as a class of artificial neural networks that are able to create new information based on training data. The choice of service is justified by the type of information processed and the implemented labor functions of the librarian. 68 bachelors of the Orel State Institute of Culture were involved. The area of training 51.03.06 Library and information activities, specialization – "Digitalization of information resources and processes". Assessment of the quality (level) of training was carried out using the materials of the fund of complex qualification tasks. The 2-Pearson criterion was used for statistical processing of data. The system of work on the use of neural network services in training librarians on materials of a specific discipline is described: the study of basic concepts, information services, etc. The peculiarity of the proposed electronic interactive interaction is the adaptation of the content of requests solved by the neural network according to the specifics of the area of training. The authors conclude that services contribute to improving the quality of training due to the following didactic capabilities: presentation of information in various forms, automation of calculations, big-data analysis, decision making support, etc. Difficulties are also highlighted: constant updating of the functionality of services, English-language interface, compliance with copyright norms and ethics of interaction on the network. The results obtained can be used to update training programs for librarians, advanced training courses, and the content of webinars in the field of library and information services.
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The effectiveness of the library as a sociocultural institute depends not only on professionalism, but also on the emotional abilities of librarians (their sociability, response to unforeseen situations, the ability to "read" the needs, expectations and interests of others), and the skills of using digital technologies in library collaboration. The authors study the problem of justifying the effectiveness of the use of gaming applications in the context of the formation of an emotionally-comfortable library environment. The purpose of the study is to examine the potential of gamification tool AhaSlides for the development of emotional intelligence of participants in library-information interaction. The methodology is based on identifying the opportunities of library collaboration and digital technologies for the development of personal emotional intelligence; on clarifying the options and forms of gamification services application in the work of libraries. Scientific novelty: the potential of using gaming applications to build the skills that form the basis of emotional intelligence (emotional awareness, managing your emotions, self-motivation, empathy) is justified. Theoretical significance – the factors have been identified that affect the quality of using gamification tools for the development of emotional intelligence of participants in information and library interaction. Students of the Orel State Institute of Culture, employees and users of the Centralized Library System of the city are involved in experimental work. AhaSlides is a means of gamifying for interaction of employees, readers, visitors and partners of libraries. The N. Hall test was applied at the stage of diagnosis and assessment of emotional intelligence formation. Pearson's χ2 test was used as a statistical processing method. The results present a methodological approach containing: a description of the program for training library specialists; ideas and principles of including digital tools of gamification in the design of the library-information collaboration environment for the development of the emotional intelligence of its participants. The prospects for gamification of the library environment have been determined: the involvement of new users, the use of neural networks, support for career guidance, etc. The results obtained can be used in the training of specialists in the library and information sphere, in the work of libraries and other institutions of a cultural and educational nature.
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One of the most important tasks facing the teacher of the digital school is to train a graduate who can use the gained knowledge in life and generate new ideas, offer non-standard solutions, go beyond the usual patterns and circumstances. The authors examine the problem of justifying the effectiveness of time line services use for the development of creative thinking of students by means of additional education. The purpose of the study is to examine the didactic potential of interactive time lines in classes in additional education system for fostering students’ creative thinking. The methodology is based on identifying the opportunities of additional education and information technologies of the digital environment for the formation of components of creative person thinking; on clarifying the program of classes and methods of organizing activities in studios when creating time lines. The scientific novelty lies in the fact that the didactic potential of using timeline as a type of infographics in relation to each of the components in the structure of creativity is justified: flexibility, originality, elaboration, fluency. Theoretical significance: the authors identified didactic potential of timeline services in additional education, contributing to the development of creative thinking due to the opportunities of interactive presentation, multiple use, multimedia, technical minimalism. Experimental work was carried out on the basis of the Center for Creative Industries of the Federal State Budgetary Educational Institution of Higher Education "Orel State Institute of Culture", in the studios "In Topic" and "Perspective". To create time lines, the Timeline JS service was chosen. The method of F. Williams (adapted by E. E. Tunik) was used in the diagnosis and assessment of thinking formation. Pearson's χ2 (chi-square) test was used as statistical processing method. The results present a program of classes, methods of organizing activities in studios when creating time lines: displaying facts in chronological order, compiling algorithms, creating biographies, and presenting statistics. Difficulties that complicate the use of services are also formulated: management of time resources, the need to work out criteria and indicators for the effective use of web-applications. The results obtained can be used in classes in the system of additional education for career guidance work, organizing leisure time and supporting the intellectual development of students.