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3. Studying the Effectiveness of Interaction Between Libraries and Students in an Interactive Online Environment in Crisis Conditions.

4. National Information Literacy Programs: the Experience of Southeast Asia and Ukraine

5. A Library in the Game: Teaching Information Literacy and Preventing Plagiarism

8. А Case Study of Using Digital Tools to Create an Online Communication Game Environment During COVID-19

9. Youth Leisure During Covid-19: Three Creative Impressions From Ukraine

11. Досвід використання цифрового інструменту навчання Kahoot! у діяльності бібліотеки університету

12. I am Ukraine, We are Strong: Thoughts of a Librarian after a Year of the War.

15. Information Literacy Programmes: the Experience of Research Libraries in Hong Kong and Ukraine

20. Бібліотечні онлайн-послуги під час COVID‑19: досвід бібліотек Хорватії та Україні

21. Activities of the Innovative Project 'Treasures of the Nation' by the Scientific Library of the Kyiv National University of Culture and Arts

22. Experience of Use of Kahoot! Digital Tool in the University Library Activities

23. Experience of Use of Kahoot! Digital Tool in the University Library Activities

24. The Library’s Contribution to University Scientific Journal Publishing and Promotion: Practical Review

28. Creating an Exhibition Space to Attract Students in the University Library of Ukraine in Times of Crisis.

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