Info: Zenodo’s user support line is staffed on regular business days between Dec 23 and Jan 5. Response times may be slightly longer than normal.

Published December 27, 2022 | Version v1
Journal article Open

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

  • 1. Kyiv National University of Culture and Arts, Ukraine
  • 2. Kharkiv Korolenko State Scientific Library, Ukraine

Description

The purpose of the article is 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 study lies 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.

Files

А_Case_Study_of_Using_Digital_Tools_to_Create_an_Online_Communication_Game_Environment_During_COVID_19.pdf

Additional details

References

  • Aharkova, V., 2020. Dosvid roboty bibliotek-partneriv VHO Ukrainska bibliotechna asotsiatsiia pid chas karantynnykh obmezhen [Work experience of partner libraries of the Ukrainian Library Association during quarantine restrictions]. BiblioTeka. Biuleten Ukrainskoi bibliotechnoi asotsiatsii, 2, pp.2–3.
  • Ali, M.Y. and Gatiti, P., 2020. The COVID-19 (Coronavirus) pandemic: reflections on the roles of librarians and information professionals. Health Information & Libraries Journal, [e-journal] 37 (2), pp.158–162. https://doi.org/10.1111/hir.12307
  • Encheva, M., Tammaro, A. and Kumanova, A., 2020. Games to Improve Students Information Literacy Skills. International Information & Library Review, [e-journal] 52 (2), pp.130–138. https://doi.org/10.1080/10572317.2020.1746024
  • Erdmann, K. and Wątor, W., 2021. Escape room w bibliotece. Biuletyn EBIB, Edukacja informacyjna i medialna w bibliotekach, [online] 2 (197). Avialable at: <http://ebibojs.pl/index.php/ebib/article/view/735/773> [Accessed 27 October 2022].
  • GlobalMILWeek: III Vseukrainskyi intelektualnyi batl [GlobalMILWeek: ІІІ All-Ukrainian Intellectual Battle], 2021. Kyiv National University of Culture and Arts, [online] 02 November. Avialable at: <http://knukim.edu.ua/globalmilweek-iii-vseukrayinskyj-intelektualnyj-batl/> [Accessed 27 October 2022].
  • Hlazunova, L. and Viriutina, K., 2021. Shkola bibliotechnoho zhurnalista Kharkivskoho OV Ukrainskoi bibliotechnoi asotsiatsii: zminiuiemo formaty, vidpovidaiemo na vyklyky [School of library journalist of the Kharkiv OB of the Ukrainian Library Association: changing formats, responding to challenge]. In: Suchasna informatsiino-bibliotechna osvita: metamorfozy navchalnoho dyzainu [Modern information and library education: metamorphoses of educational design], 11th International Scientific and Practical Conference. Kyiv, Ukraine, 3-4 March 2021. Kyiv: Ukrainian Library Association, [online] pp.82-86. Available at: <https://drive.google.com/file/d/149RXKYLNSvTTHpsutA3jw8LDh1de8uRG/view?usp=sharing> [Accessed 25 October 2022].
  • Holcer, D., Horban, Y., Mašina, D. and Skachenko, O., 2021. Library online services during Covid-19: the experience of libraries in Croatia and Ukraine. Library Mercury, [e-journal] 1(25), pp.81–97. https://doi.org/10.18524/2707-3335.2021.1(25).231472
  • Horban, Yu. and Skachenko, O., 2019. Biblioteka u hri: navchannia informatsiinoi hramotnosti ta zapobihanniu plahiatu [Library in the game: teaching information literacy and preventing plagiarism]. Bibliotechnyi visnyk, 2, pp.26–33.
  • Horban, Yu. and Skachenko, O., 2020. Dosvid vykorystannia tsyfrovoho instrumentu navchannia Kahoot! u diialnosti biblioteky universytetu [Experience using the digital learning tool Kahoot! in the activities of the university library]. Ukrainian Journal on Library and Information Science, [e-journal] 5, pp.66–79. https://doi.org/10.31866/2616-7654.5.2020.205730
  • Hranchak, T., 2019. Ihrovi tekhnolohii yak innovatsiinyi instrument formuvannia bibliotechno-informatsiinoho seredovyshcha upravlinnia znanniamy [Game technologies as an innovative tool for forming the library and information environment of knowledge management]. Science and Innovation, 15 (2), pp.91–104.
  • Intelektualni turniry lystopada vid Naukovoi biblioteky KNUKiM [November intellectual tournaments from the KNUKiM Science Library], 2021. Naukova biblioteka KNUKiM, [online] 19 November. Available at: <http://lib.knukim.edu.ua/intelektualni-turniri-listopada-vi/> [Accessed 25 October 2022].
  • Kirsch, B.A. ed., 2014. Games in Libraries: Essays on Using Play to Connect and Instruct. North Carolina: McFar land.
  • #LibraryDay 2021: Biblioteka. Knyha. Chytannia [#LibraryDay 2021: Library. Book. Reading], 2021. Naukova biblioteka KNUKiM, [online] 01 жовтня. Доступно: <http://lib.knukim.edu.ua/libraryday-2021-biblioteka-kniga-chitannya> [Accessed 27 October 2022].
  • Nicholson, S., 2013. Playing in the Past: A History of Games, Toys, and Puzzles in North American Libraries. The Library Quarterly, [online] 83 (4), pp.341-361. Avialable at: <https://scottnicholson.com/pubs/playinginthepast.pdf> [Accessed 27 October 2022].
  • Rafiq, M., Batool, S.H., Ali, A.F. and Ullah, M., 2021. University libraries response to COVID-19 pandemic: A developing country perspective. The Journal of Academic Librarianship, [e-journal] 47 (1). https://doi.org/10.1016/j.acalib.2020.102280
  • Semenova, L.A., Shchetinina, T.V. and Kolesnyk, O.T., 2020. Tsyfrovi merezhevi tekhnolohii v akademichnykh bibliotekakh pid chas suchasnykh vyklykiv [Digital network technologies in academic libraries during modern challenges]. In: University Library at a New Stage of Social Communications Development, Abstracts of the V International Scientific and Practical Conference. Dnipro, Ukraine, 8-9 October, 2020. Dnipro: Dnipro National University of Railway Transport named after Academician V. Lazaryan. [online] Available at: <http://conflib.diit.edu.ua/Conf_univ_Library2020/paper/view/22181/11380> [Accessed 25 October 2022].
  • Skachenko, O., 2021. Roads leading to the library. Attracting freshmen to the university library: the experience of Ukraine. College & Research Libraries News, [e-journal] 82 (7), pp.334–337. https://doi.org/10.5860/crln.82.7.334
  • Skachenko, O., Horban, Y. and Viriutina, K., 2022. The game versus quarantine: The experience of Ukrainian libraries in communicating with students during COVID-19. College & Research Libraries News, [e-journal] 83 (9), p.403. https://doi.org/10.5860/crln.83.9.403
  • Skachenko, O.O., 2018. Tsyfrovi tekhnolohii yak rushii bibliotechnykh zmin [Digital technologies as a driver of library changes]. In: Biblioteka. Knyha. Nauka [Library. Book. Science], Materials of the scientific seminar. Kyiv, Ukraine, 24-25 April 2018. Is. 1, pp.95–96. Kyiv: Publishing Center of Kyiv National University of Culture and Arts.
  • Skachenko, O.O., 2019. Vykorystannia ihrovoi modeli heimifikatsii u sotsiokulturnii diialnosti bibliotek [Using the game model of gamification in socio-cultural activities of libraries]. Library Mercury, [e-journal] 2, pp.218–229. https://doi.org/10.18524/2304-1447.2019.2(22).180377
  • Viriutina, K., 2019. Suchasni aktsenty v neformalnii osviti bibliotechnykh fakhivtsiv Ukrainy: navchalni praktyky KhDNB im. V. H. Korolenka [Modern accents in non-formal education of library specialists of Ukraine: educational practices of KhDNB named after V. G. Korolenko]. In: Suchasna publichna biblioteka: vyklyky, mozhlyvosti, dosiahnennia [Modern public library: challenges, opportunities, achievements], Materials of the VII All-Ukrainian Methodist School, Kyiv, Ukraine, 7-11 October, 2019. Kyiv: Yaroslav Mudryi National Library of Ukraine, [online] pp. 81-87. Available at: <https://elib.nlu.org.ua/view.html?id=11686> [Accessed 25 October 2022].
  • Vseukrainskyi Digital intelektualnyi studentskyi batl #150Lesia Ukrainka forever [All-Ukrainian Digital intellectual student battle #150 Lesia Ukrainka forever], 2021. Naukova biblioteka KNUKiM, [online] 28 March. Available at: <http://lib.knukim.edu.ua/vseukrainskiy-digital-intelektualniy-st/> [Accessed 25 October 2022].
  • Yap, J. and Penaflor, J., 2020. The amazing library race. Journal Of Information Literacy, [e-journal] 14 (1), pp.66–82. https://doi.org/10.11645/14.1.2708