28 results on '"Skachenko, Olena"'
Search Results
2. Enhancing Academic Integrity in Academic Libraries: The Experience in Hong Kong and Ukraine
- Author
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Ma, Leo F. H., Horban, Yurii, and Skachenko, Olena
- Published
- 2022
- Full Text
- View/download PDF
3. Studying the Effectiveness of Interaction Between Libraries and Students in an Interactive Online Environment in Crisis Conditions.
- Author
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Skachenko, Olena, Prokopenko, Liudmyla, and Malshakova, Alla
- Subjects
- *
LIBRARY science , *MARTIAL law , *LIBRARY users , *ACADEMIC libraries , *SATISFACTION , *ACADEMIC librarianship - Abstract
In this article, the authors share their own experience of developing and implementing the concept of an alternative and safe online environment for library interaction with users to overcome emotional tension in the crisis times of uncertainty of COVID-19 and martial law in Ukraine. This study examines the effectiveness of interactive online environment for library-user interaction and adds to the list of publications devoted to the concept of the library as 'third' place. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
4. National Information Literacy Programs: the Experience of Southeast Asia and Ukraine
- Author
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Horban Yurii and Skachenko Olena
- Subjects
national information literacy programs, digital literacy, libraries-ambassadors, educational series, media education. ,Bibliography. Library science. Information resources - Abstract
The aim of the article is to find out the goals, analyze the results of the national project "Action. Digital Education"(Ukraine); identify similar and unique elements compared to the national information literacy programs of Southeast Asia(for example, Malaysia and Singapore). The methodological basis of the study is theoretical and empirical methods: analysis of sources, descriptions, comparative analysis, systematization, visualization. The novelty of the study. For the first time,a scientific analysis of the goals and results of the national online platform for digital literacy "Action. Digital Education",as well as online and offline components of the project, has been conducted. Conclusions. It has been found that the educational platform "Action. Digital Education", with the assistance of the Ministry of Digital Transformation of Ukraine andthe Ukrainian Library Association, aims to teach 6 million of Ukrainians digital literacy skills. Quantitative and regionalanalysis shows that during 2020, 1,716 hub libraries joined the project and became ambassadors of the project and helpedusers to take the selected training course free of charge. Similar elements in the implementation of national information literacy projects in Malaysia, Singapore have been identified. These are: developing media skills and information literacythrough telelearning (InfoLit-Telelearning in Malaysia); usage of the show format (Super SURE Show in Singapore); structuring programs by age and target audience (SURE 2.0 - for schoolchildren; SURE for Life - for different segments of thepopulation of Singapore); participation of celebrities and public libraries of the studied countries in advertising projects.Unique features of the Ukrainian project "Action. Digital Education" is the development of training courses in the formatof educational series; offering series of different levels of knowledge and a wide range of topics; involvement in cooperation as hubs of digital education of public organizations, schools, IT organizations, CNAP. Practical value. The study ofworldwide experiences in the implementation of national information literacy programs is a pressing issue today and is aprerequisite for the development of a national program and standards of information literacy in Ukraine.
- Published
- 2021
5. A Library in the Game: Teaching Information Literacy and Preventing Plagiarism
- Author
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Horban Yurii and Skachenko Olena
- Subjects
foreign university libraries, anti-plagiarism through games, gamification of library activities, online games. ,Bibliography. Library science. Information resources - Abstract
It was investigated that games and gaming are a popular component of the processes of formation of information literacy and academic integrity in libraries of foreign universities. It is revealed that the advantages of gaming library activity are the presence of challenge, curiosity, risk, competition, feedback. Described of gaming mechanics and design of 12 digital games developed in libraries in the USA, Canada and Portugal, aimed at preventing plagiarism, teaching information literacy and citing rules for the main styles. Screenshots of the games described in the article are contained in the presentation that opens with the activation of the QR code.
- Published
- 2019
6. Augmented reality technology for the scientific publication on the history of the higher education libraries
- Author
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Skachenko, Olena, primary, Malshakova, Alla, additional, and Fuhalevych, Daria, additional
- Published
- 2020
- Full Text
- View/download PDF
7. А Case Study of Using Digital Tools to Create an Online Communication Game Environment During COVID-19
- Author
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Mamedova, Valentyna, primary, Skachenko, Olena, additional, and Viriutina, Kateryna, additional
- Published
- 2022
- Full Text
- View/download PDF
8. А Case Study of Using Digital Tools to Create an Online Communication Game Environment During COVID-19
- Author
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Mamedova Valentyna, Skachenko Olena, and Viriutina Kateryna
- Subjects
Kahoot ,university libraries ,COVID-19 ,online competitions ,digital tools ,intellectual tournaments - Abstract
The purpose of the articleis to analyse the experience of Ukrainian libraries using digital tools and the potential of competitions to create an online environment for communication with students during the COVID-19 quarantine. Methods.When writing the article, the methods of content analysis, systematisation, and generalisation were used. As organisers of a series of digital intellectual competitions, the authors share their own experiences of creating an online communication environment for librarians and students, which involved intellectual online competitions on the Kahoot platform between students of Ukrainian universities and colleges to overcome the challenges of the COVID-19 pandemic. The novelty of the studylies in new knowledge about the potential of digital tools, which, in the context of overcoming the challenges of the COVID-19 pandemic, were effectively used to establish communication between students and librarians. Conclusions. The idea of using digital tools to create an online space for students to communicate with each other and with the library to overcome the quarantine restrictions of COVID-19 was transformed into all-Ukrainian digital intellectual student tournaments. In 2021, with the support of 28 libraries of higher education institutions of Ukraine, five intellectual online tournaments were held. With the help of digital technologies, 349 participants from 19 universities and 9 colleges of Ukraine competed in the Kahoot quiz and communicated on the Google Meet and Zoom video conference platforms. The article demonstrates that the communication space, created with the help of video conferences, contributed to establishing communication between students and librarians and obtaining information about remote services. Using the capabilities of Kahoot to conduct online quizzes made it possible to popularise reading as a leisure activity in a game format, develop critical thinking skills, and team interaction. It is revealed that the main factors contributing to students’ participation in intellectual online competitions are: the need for positive emotional communication, recreational and cognitive motivation (to get interesting information), and the search for a reference group for interaction on the Internet.
- Published
- 2022
9. Youth Leisure During Covid-19: Three Creative Impressions From Ukraine
- Author
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Havryliuk Alla, Pletsan Khrystyna, Skachenko Olena, and Rybka Anna
- Subjects
creative industries ,youth leisure ,creative projects ,COVID-19 ,Ukraine - Abstract
The purpose of the article is to study the impact of the COVID-19 pandemic on the organisation of leisure of Ukrainian youth. The research methodology is based on a comprehensive analysis of the national system of actions to prevent the spread of coronavirus infection, implemented by the Ukrainian government; analytical, structural and logical, comparative methods that allowed us to consider the legal status, educational and leisure activity of young people in Ukraine, international experience of youth participation in social projects to counter the spread of COVID-19; the method of theoretical generalisation, used to summarise the results; cultural approach, which helped to identify factors of influence of national measures on the activities of cultural and creative industries. Scientific novelty. In this study, we present three creative initiatives of Ukrainian youth to organise their own leisure activities, which were launched during the lockdown and created on the basis of the rich potential of national cultural heritage and folk traditions. Conclusions. In response to the challenges of the COVID-19 pandemic, the Ukrainian state has developed a system of measures to prevent it. Despite a large number of places for leisure, sports, and creative activities in Ukraine, lockdown restrictions and bans caused by COVID-19 led to their closure, and young people focused on leisure at home, creative self-development, and selforganisation of their free time. It is determined that the best international experience of youth activity in countering the challenges of the COVID-19 pandemic is realised mainly in the social dimension. The young people of Ukraine do not stand aside from the global challenges of our time, but initiate unique creative developments under pandemic conditions. Ukrainian creative initiatives are presented, including the online project #GlobalLesyaUkrainka2021 and the successful experience of self-organisation of leisure activities by students of the Kyiv National University of Culture and Arts (Challenge#Lovynamysto and Winter Magic Fest).
- Published
- 2022
10. YOUTH LEISURE DURING COVID-19: THREE CREATIVE IMPRESSIONS FROM UKRAINE
- Author
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Havryliuk, Alla, primary, Pletsan, Khrystyna, additional, Skachenko, Olena, additional, and Rybka, Anna, additional
- Published
- 2022
- Full Text
- View/download PDF
11. Досвід використання цифрового інструменту навчання Kahoot! у діяльності бібліотеки університету
- Author
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Gorban, Yurii and Skachenko, Olena
- Subjects
Gamification ,Higher Education ,University Libraries ,Learning Innovation ,digital learning tool Kahoot! ,університетські бібліотеки ,вища освіта ,ґейміфікація навчання ,інновації в навчанні ,цифровий інструмент Kahoot! ,027.7:[378.148:793.7:004 ,цифровий інструмент kahoot! ,lcsh:Z ,lcsh:Bibliography. Library science. Information resources - Abstract
The article examines the experience of introducing gamification in the activities of the Scientific Library of Kyiv National University of Culture and Arts A review of the annual Top Tools for Learning 2019 checklist outlines four key areas of research in higher education highlighted by J. Hart. The process of gamification is considered as one that helps to support the students’ attention, learn the learning material faster, promotes the critical thinking development. Experience of using Kahoot! digital tool to test students’ knowledge of the Philosophy course using the online quiz is highlighted. The creation of a quiz layout, parameter settings, testing and conducting the game were provided by library staff. The quiz “Do you know philosophy?” consisted of 17 questions. Fifteen of them were of the test type, two were “true or false”. 44 second-year students participated in the game at the same time. The winner correctly answered 13 questions, scoring 13 339 points. The average score was 6779 points. Kahoot! efficiency as a learning tool was analyzed on the basis of the results of 44 participants. Overall game performance was 42 %. Most likely, students answered questions like “true or false.” The time to answer the test questions ranged from 2.3 seconds to 10.7 seconds. 100 % of those polled said that playing questions helped them gain new knowledge; this type of training is eligible for existence and should be recommended for use in the educational process in the future. Information technologies have been found to offer ample opportunity to interpret their role as educational tools. The application of gamification allows for the formation of a comfortable learning environment for young people, increases the motivation to master the material independently. The quiz “Do you know philosophy?” is an example of a multidisciplinary approach to studying at the university and implementation of the principles of professionally oriented teaching of the humanities., У статті розглянуто досвід застосування цифрових інструментів навчання у закладах вищої освіти на прикладі співпраці кафедри філософії і педагогіки та наукової бібліотеки університету. Здійснено огляд щорічного переліку Top Tools for Learning 2019 року, на основі якого охарактеризовано чотири ключові області навчання у вищій освіті, виділені Д.Харт. Розглянуто процес ґейміфікаціїяк такий, що допомагає підтримувати увагу студентів, швидше засвоювати навчальний матеріал, сприяє розвитку критичного мислення. Висвітлено досвід ігрофікованої форми використання цифрового інструменту Kahoot! для перевірки знань студентів із дисципліни «Філософія» за допомогою онлайн-вікторини. Створення макету вікторини, налаштування параметрів, тестування і проведення гри забезпечили співробітники бібліотеки. Вікторина «Чи знаєте ви філософію?» складалася із 17 питань. П’ятнадцять із них відносилися до тестового типу, два питання були типу: «правда чи брехня». Одночасно у грі брали участь 44 студенти другого курсу. Переможець правильно відповів на 13 питань, набравши 13 339 балів. Середній показник набраних балів склав 6779 балів. Ефективність використання Kahoot! як інструменту навчання була проаналізована за підсумковими результатами 44 учасників. Загальна продуктивність гри склала 42 %. Найшвидше студенти відповідали на питання типу «правда чи брехня». Час відповіді на тестові питання коливався від 2,3 секунди до 10,7 секунд. 100 % опитуваних зазначили, що ігрові питання сприяли отриманню нових знань; такий формат навчання має право на існування, і його варто рекомендувати для використання в освітньому процесі і в майбутньому. З’ясовано, що інформаційні технології пропонують широкі можливості інтерпретації їхньої ролі як освітніх інструментів. Застосування ґейміфікації дозволяє формувати зручне для молоді середовище навчання, підвищує мотивацію до самостійного опанування матеріалу. Проведена вікторина «Чи знаєте ви філософію?» є прикладом міждисциплінарного підходу до навчання в університеті та реалізації принципів професійно орієнтованого викладання загально гуманітарних дисциплін
- Published
- 2020
12. I am Ukraine, We are Strong: Thoughts of a Librarian after a Year of the War.
- Author
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Skachenko, Olena
- Subjects
- *
RUSSIAN invasion of Ukraine, 2022- , *WAR , *LIBRARIANS , *MILITARY invasion , *ACADEMIC librarians - Abstract
This article presents the librarian's personal thoughts and views on Russia's full-scale invasion of Ukraine. In particular, it shows a real picture of the life and work of university librarians who work and contribute to the Victory of Ukraine. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
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13. Unconquered Ukraine: The librarian’s thoughts out loud
- Author
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Skachenko, Olena, primary
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- 2022
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14. The game versus quarantine: The experience of Ukrainian libraries in communicating with students during COVID-19
- Author
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Skachenko, Olena, primary, Horban, Yurii, additional, and Viriutina, Katerina, additional
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- 2022
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15. Information Literacy Programmes: the Experience of Research Libraries in Hong Kong and Ukraine
- Author
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Ma Leo F. H., Horban Yurii, and Skachenko Olena
- Subjects
higher education libraries ,certified courses ,university libraries ,higher education ,tests ,information literacy ,programmes - Abstract
The article is devoted to the analysis of information literacy programmes developed by libraries of higher education institutions in Hong Kong and Ukraine. The application of such theoretical and empirical methods as an analysis of sources, the method of external observation over the foreign and Ukrainian experience of the information literacy programmes developing, as well as a prognostic method for summarising, allowed to reveal similarities and differences in the content and forms of information literacy programmes implemented at Hong Kong and Ukrainian universities. Different stages of implementation of information literacy programmes by the Chinese University of Hong Kong (CUHK) Library during the last two decades are highlighted. The content of information literacy programmes provided by the libraries of 4 Ukrainian universities in general and the scientific library of the Kyiv National University of Culture and Arts (KNUCaA), in particular, is reviewed. It has been found out such similar characteristics of information literacy programmes of libraries that were analysed as using of traditional forms (lectures, practical exercises, instructions, video lessons) to form the skills and abilities for the effective information search, analytical processing, organisation, evaluation, and use of this information. It has been found out that, unlike Hong Kong, the introduction of certified and online information literacy courses by Ukrainian universities libraries is isolated cases. There is also no experience in testing students’ knowledge before studies of information literacy. Testing is usually done after completing the information literacy programmes, but these tests are not mandatory and only recommended. The authors hope that the experience of the CUHK Library (Hong Kong) in the implementation of the “Immersion Programme”, the UGCIL project, and InfoLit for U will be useful for the Ukrainian scientific library community, considering that libraries of higher education institutions in Ukraine have also started to develop similar programmes and modules. In particular, the interactive online guide “Music Documents in the KNUCaA Scientific Library” is an example of a modern approach to the formation of first-year students’ information literacy, their acquaintance with the scientific library, its services, and resources, basic types of documents, an electronic search algorithm.
- Published
- 2021
16. A Library in the Game: Teaching Information Literacy and Preventing Plagiarism
- Author
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Skachenko Olena, Arts, Kyiv, Ukraine, and Horban Yurii
- Subjects
Information literacy ,Mathematics education ,Psychology - Published
- 2019
17. 314 Days of the COVID-19 Quarantine for the Scientific Library of Ukraine
- Author
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Skachenko, Olena, primary
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- 2021
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18. AUGMENTED REALITY TECHNOLOGY FOR THE SCIENTIFIC PUBLICATION ON THE HISTORY OF THE HIGHER EDUCATION LIBRARIES
- Author
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Skachenko, Olena, primary, Malshakova, Alla, additional, and Fuhalevych, Daria, additional
- Published
- 2021
- Full Text
- View/download PDF
19. Information Literacy Programmes: the Experience of Research Libraries in Hong Kong and Ukraine
- Author
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Ma, Leo F.H., primary, Horban, Yurii, additional, and Skachenko, Olena, additional
- Published
- 2021
- Full Text
- View/download PDF
20. Бібліотечні онлайн-послуги під час COVID‑19: досвід бібліотек Хорватії та Україні
- Author
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Holcer, Dunja, Horban, Yurii, Mašina Delija, Dina, and Skachenko, Olena
- Subjects
COVID‑19 ,Хорватія ,публічні бібліотеки ,Україна ,університетські бібліотеки ,Інтернет-служби ,Наукова бібліотека КНУКіМ - Abstract
Стаття має на меті визначити діяльність з надання онлайн-послуг під час вимушеного карантину на прикладі діяльності публічних бібліотек Хорватії та університетських бібліотек України. Дослідження було спрямоване на виявлення, аналіз та характеристику онлайнових послуг, пропонованих бібліотеками для встановлення віддаленого обслуговування клієнтів під час вимушеного карантину. Результати дослідження представлені у трьох розділах. Перший аналізує роботу хорватських публічних бібліотек ; у другому – досвід українських бібліотек, у третьому – Наукової бібліотеки КНУКіМ. Наукова новизна статті полягає у визначенні практик надання онлайн-послуг бібліотеками Хорватії та України під час пандемії COVID‑19. Дослідження показує, що як хорватські публічні бібліотекарі, так і українські продемонстрували, що можуть швидко адаптуватися та використовувати цифрові технології в інтересах своїх меценатів. Бібліотеки пройшли шлях від розробки образних практик до творчих Інтернет-просторів лише за пару тижнів. Результатом стала велика кількість створеного контенту, наприклад, майстер-класи для дітей та дорослих ; трансляції онлайн-подій, організація віртуальних виставок та збір перевірених довідкових джерел для досліджень та навчання. Ще одним із наслідків цієї кризи став прискорений розвиток цифрових бібліотечних послуг, включаючи онлайн-реєстрацію та придбання електронних книг публічними бібліотеками. Громадська реакція була більшою, ніж будь-коли, включаючи стеження, коментування та обмін цифровим вмістом, створеним або спільним для публічних бібліотек. Дослідження показало, що проблеми пандемії COVID‑19 посилили оцифрування українських бібліотек та призвели до змін у діяльності. Університетські бібліотеки швидко адаптувались до віддаленої роботи, пропонуючи своїм користувачам різноманітні віддалені послуги. Автори сподіваються, що розглянуті практики сприятимуть розповсюдженню кращого досвіду роботи бібліотек під час карантину загалом та онлайн-сервісів із дистанційного обслуговування зокрема.
- Published
- 2021
21. Activities of the Innovative Project 'Treasures of the Nation' by the Scientific Library of the Kyiv National University of Culture and Arts
- Author
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Havryliuk Alla, Rybka Larysa, and Skachenko Olena
- Subjects
UNESCO ,the intangible cultural heritage of Ukraine ,higher education ,university library - Abstract
The purpose of the article is to provide review and analysis of the results of the innovative arts and cultural project “Treasures of the Nation” by the Scientific Library of the Kyiv National University of Culture and Arts. The project is to popularize the intangible cultural heritage of Ukraine, already protected by UNESCO and promoted to the Representative List. The research methodology involves the use of a historical and analytical approach to collect and analyse primary data; the content analysis of purposes, objectives and results; prognostic method to summarise and conceptualise the significance and role of the project in the study and facilitation of the intangible cultural heritage of Ukraine. The scientific novelty consists in keeping students and experts, who research the intangible cultural heritage, informed on the Scientific Library experience in implementing the “Convention for the Safeguarding of the Intangible Cultural Heritage”; about the structure of the e-resource “Intangible Cultural Heritage of Ukraine”, its information and bibliographic content. Conclusions. The project objectives and activities during 2014–2019 are considered. The backgrounds for the implementation of the project and its purposes are highlighted, the main one is the popularization of Ukrainian elements included by UNESCO in the Representative List of the Intangible Cultural Heritage of Humanity. The main attention in the article is focused on the results through three parallel activities: informational, bibliographic, and educational. The role of the project in the development of communication between scientific institutions of different countries involved in the preservation of cultural heritage is disclosed. We are talking about the joint organization of the International Research-to-Practice Conference- Festival “Intangible Cultural Heritage of Ukraine as a Modern Tourism Resource: Experience, Practice, Innovation” by the Faculty of Tourism, Hotel and Restaurant Business of the Kyiv National University of Culture and Arts and the Scientific Library. The main objectives of the conference is a comprehensive scientific review of the current state of the elements of the intangible cultural heritage as a national tourist resource in Ukraine and foreign countries.
- Published
- 2020
22. Experience of Use of Kahoot! Digital Tool in the University Library Activities
- Author
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Gorban Yurii and Skachenko Olena
- Subjects
digital learning tool Kahoot! ,Learning Innovation ,University Libraries ,Higher Education ,Gamification - Abstract
The article examines the experience of introducing gamification in the activities of the Scientific Library of Kyiv National University of Culture and Arts A review of the annual Top Tools for Learning 2019 checklist outlines four key areas of research in higher education highlighted by J. Hart. The process of gamification is considered as one that helps to support the students’ attention, learn the learning material faster, promotes the critical thinking development. Experience of using Kahoot! digital tool to test students’ knowledge of the Philosophy course using the online quiz is highlighted. The creation of a quiz layout, parameter settings, testing and conducting the game were provided by library staff. The quiz “Do you know philosophy?” consisted of 17 questions. Fifteen of them were of the test type, two were “true or false”. 44 second-year students participated in the game at the same time. The winner correctly answered 13 questions, scoring 13 339 points. The average score was 6779 points. Kahoot! efficiency as a learning tool was analyzed on the basis of the results of 44 participants. Overall game performance was 42 %. Most likely, students answered questions like “true or false.” The time to answer the test questions ranged from 2.3 seconds to 10.7 seconds. 100 % of those polled said that playing questions helped them gain new knowledge; this type of training is eligible for existence and should be recommended for use in the educational process in the future. Information technologies have been found to offer ample opportunity to interpret their role as educational tools. The application of gamification allows for the formation of a comfortable learning environment for young people, increases the motivation to master the material independently. The quiz “Do you know philosophy?” is an example of a multidisciplinary approach to studying at the university and implementation of the principles of professionally oriented teaching of the humanities.
- Published
- 2020
23. Experience of Use of Kahoot! Digital Tool in the University Library Activities
- Author
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Gorban, Yurii; Наукова бібліотека Київського національного університету культури і мистецтв, Skachenko, Olena; Наукова бібліотека Київського національного університету культури і мистецтв, Gorban, Yurii; Наукова бібліотека Київського національного університету культури і мистецтв, and Skachenko, Olena; Наукова бібліотека Київського національного університету культури і мистецтв
- Abstract
The article examines the experience of introducing gamification in the activities of the Scientific Library of Kyiv National University of Culture and Arts A review of the annual Top Tools for Learning 2019 checklist outlines four key areas of research in higher education highlighted by J. Hart. The process of gamification is considered as one that helps to support the students’ attention, learn the learning material faster, promotes the critical thinking development. Experience of using Kahoot! digital tool to test students’ knowledge of the Philosophy course using the online quiz is highlighted. The creation of a quiz layout, parameter settings, testing and conducting the game were provided by library staff. The quiz “Do you know philosophy?” consisted of 17 questions. Fifteen of them were of the test type, two were “true or false”. 44 second-year students participated in the game at the same time. The winner correctly answered 13 questions, scoring 13 339 points. The average score was 6779 points. Kahoot! efficiency as a learning tool was analyzed on the basis of the results of 44 participants. Overall game performance was 42 %. Most likely, students answered questions like “true or false.” The time to answer the test questions ranged from 2.3 seconds to 10.7 seconds. 100 % of those polled said that playing questions helped them gain new knowledge; this type of training is eligible for existence and should be recommended for use in the educational process in the future. Information technologies have been found to offer ample opportunity to interpret their role as educational tools. The application of gamification allows for the formation of a comfortable learning environment for young people, increases the motivation to master the material independently. The quiz “Do you know philosophy?” is an example of a multidisciplinary approach to studying at the university and implementation of the principles of professionally oriented teaching of the humanities., У статті розглянуто досвід застосування цифрових інструментів навчання у закладах вищої освіти на прикладі співпраці кафедри філософії і педагогіки та наукової бібліотеки університету. Здійснено огляд щорічного переліку Top Tools for Learning 2019 року, на основі якого охарактеризовано чотири ключові області навчання у вищій освіті, виділені Д.Харт. Розглянуто процес ґейміфікаціїяк такий, що допомагає підтримувати увагу студентів, швидше засвоювати навчальний матеріал, сприяє розвитку критичного мислення. Висвітлено досвід ігрофікованої форми використання цифрового інструменту Kahoot! для перевірки знань студентів із дисципліни «Філософія» за допомогою онлайн-вікторини. Створення макету вікторини, налаштування параметрів, тестування і проведення гри забезпечили співробітники бібліотеки. Вікторина «Чи знаєте ви філософію?» складалася із 17 питань. П’ятнадцять із них відносилися до тестового типу, два питання були типу: «правда чи брехня». Одночасно у грі брали участь 44 студенти другого курсу. Переможець правильно відповів на 13 питань, набравши 13 339 балів. Середній показник набраних балів склав 6779 балів. Ефективність використання Kahoot! як інструменту навчання була проаналізована за підсумковими результатами 44 учасників. Загальна продуктивність гри склала 42 %. Найшвидше студенти відповідали на питання типу «правда чи брехня». Час відповіді на тестові питання коливався від 2,3 секунди до 10,7 секунд. 100 % опитуваних зазначили, що ігрові питання сприяли отриманню нових знань; такий формат навчання має право на існування, і його варто рекомендувати для використання в освітньому процесі і в майбутньому. З’ясовано, що інформаційні технології пропонують широкі можливості інтерпретації їхньої ролі як освітніх інструментів. Застосування ґейміфікації дозволяє формувати зручне для молоді середовище навчання, підвищує мотивацію до самостійного опанування матеріалу. Проведена вікторина «Чи знаєте ви філософію?» є прикладом міждисциплінарного підходу до навчання в універ
- Published
- 2020
24. The Library’s Contribution to University Scientific Journal Publishing and Promotion: Practical Review
- Author
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Horban, Yurii, Lukianenko, Viacheslav, Skachenko, Olena, Horban, Yurii, Lukianenko, Viacheslav, and Skachenko, Olena
- Abstract
The article describes the library’s contribution to editorial and publishing support and promotion of thirteen new scientific journals, published by the Kyiv National University of Culture and Arts (Ukraine). The article provides an analysis of the mission, objectives, and editorial staff of scientific publications as well as the journals’ status and stage of indexing in the international lists and databases. In order to establish the journals, at a first stage, the Ukrainian arts and culture scientific journals market has been monitored. At a second stage the Scientific Library turned into an active participant of the publishing process and the editorial support for thirteen scientific publications. At a third stage all journal content is included in international indexing systems. The insights into the new scientific journal publishing process, experienced by the University, can be extremely beneficial to other libraries. The authors offer their vision of the prospects for the development of journals and a list of activities to achieve their goals. The activities of the scientific library in the future are seen in the development of information-analytical monitoring and bibliometric analysis of the university’s communications system; development of an algorithm for presenting the profiles of scientists in search engines and international abstract databases; promoting the inclusion of university scientific journals in the international Scopus and Web of Science databases., Peer Reviewed
- Published
- 2020
25. Roads leading to the library: The experience of Ukraine in attracting freshmen to the university library
- Author
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Skachenko, Olena, primary
- Published
- 2021
- Full Text
- View/download PDF
26. ACTIVITIES OF THE INNOVATIVE PROJECT “TREASURES OF THE NATION” BY THE SCIENTIFIC LIBRARY OF THE KYIV NATIONAL UNIVERSITY OF CULTURE AND ARTS
- Author
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Havryliuk, Alla, primary, Rybka, Larysa, additional, and Skachenko, Olena, additional
- Published
- 2020
- Full Text
- View/download PDF
27. Experience of Use of Kahoot! Digital Tool in the University Library Activities
- Author
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Gorban, Yurii, primary and Skachenko, Olena, additional
- Published
- 2020
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- View/download PDF
28. Creating an Exhibition Space to Attract Students in the University Library of Ukraine in Times of Crisis.
- Author
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Kushnarov, Valerii, Udris-Borodavko, Natalia, and Skachenko, Olena
- Subjects
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LIBRARY design & construction , *RUSSIA-Ukraine Conflict, 2014- , *EXHIBITION space , *ONLINE exhibitions , *MENTAL fatigue - Abstract
AbstractCrisis times caused by the COVID-19 pandemic and the martial law in Ukraine have actualized the creation of various exhibitions in academic libraries to reach and attract users. In particular, to overcome social isolation, anxiety, and emotional and mental exhaustion. This study discusses the authors’ practical experience of building a partnership between the academic library and the Graphic Design Department of the Kyiv National University of Culture and Arts (Ukraine). The cooperation aims to create a physical and online exhibition space to reach and attract students to the library. The study provides examples of the joint creation of a library thematic exhibition space with students and teachers for interaction and moral support, formation of common values, self-realization, and motivation, as well as examples of using the exhibition space to hold exhibitions of students’ artwork as part of the library’s engagement program in times of crisis. The examples confirm that the university library, in times of crisis during martial law, positions its exhibition space as a place that unites the university community, inspires, promotes cultural development, supports successful initiatives, and presents the achievements of university students and teachers. The results of this article complement previous research on library exhibitions as a means of reaching, engaging, highlighting collections, and educating students. It also informs practitioners about the Ukrainian experience of creating an exhibition space to attract students to the academic library in times of crisis. This article may be helpful to library practitioners looking for ideas and experience organizing exhibitions in academic libraries. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
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