RU

Keyword: «collaboration»

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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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Modernization of library education involves the use of technologies that ensure simultaneous work with sound, images and text. The ability to use computer animation tools in working on projects and teamwork skills are the required soft skills, the formation of which determines the professional self–realization of librarians. The purpose of the study is to identify the potential of using animation in the media space of the "Library Night" to develop the teamwork skills of graduate students. The scientific novelty lies in the fact that the didactic potential of including animation tools in the information interaction of library service participants for the formation of collaboration skills is substantiated. Theoretical significance – the identified opportunities are supported by communication in the media space of the library for the development of soft skills required in the digital society. The media space of the "Library Night" is considered as a combination of resources that allows professional collaboration in a new format. The Renderforest platform is used to develop didactic animation. 68 graduate students of the Orel State Institute of Culture are involved. Their area of training is "Social and cultural activities", specialization: "Project management in the socio-cultural sphere". The study of animation tools was implemented within the framework of the discipline "Information Technology in Science and Education". V. Stefanson's methodology was used to assess the formation of students' teamwork skills. For statistical processing, Pearson's χ2 (chi-square) test and Fisher's method (angular transformation) were used. The authors formulated the ideas of a methodological approach reflecting the necessary changes in the system of training specialists, taking into account the digitalization of library and information services. They clarified the potential of animation tools for improving the quality of library education, and, in particular, for development of the teamwork skills among graduate students: the development of skills to listen to alternative opinions, accept the standards and values of the group, follow the social, moral and ethical norms of the team. It is concluded that the use of animation tools in the media space of the "Library Night" contributes to the formation of teamwork skills among graduate students: new opportunities for collaboration and project activities, innovative work experience, etc. There are also factors complicating the team building process: lack of communication between employees; weak motivation; low social status of the profession. The results obtained can be used to improve master's degree programs, advanced training courses, and the organization of the library's media space.