APPLICATION OF EDUCATIONAL GAMES IN THE WORK OF BULGARIAN LIBRARIES

P. Zlatkova, M. Borisova

University of Library Studies and Information Technologies (BULGARIA)
The increased development of technologies and their rapid entry into all walks of life completely change the routine activities and the various professional fields. Certification of knowledge within school and university systems (formal education) is far from sufficient. In many cases, participation in lifelong learning processes, whether in formal and / or non-formal education, is based on one of the basic concepts in the understanding of ‘information literacy’, namely: individual awareness of the need of additional knowledge / information.

Libraries today are a domain for innovation. Within their traditional functions and activities, they are also institutions that support the personal development of children, pupils, students, professionals and all those wishing to upgrade their knowledge and skills.

The link between traditional library activities and higher education is the Navigate project, which aims to develop and integrate educational games into student learning that make learning significantly more practical and interesting, enhancing students’ information competences. The application of educational games to be used and implemented at the University of Library Studies and Information Technologies (ULSIT) is much broader and its other target group is namely library institutions.

The text will present possible applications of educational games in the library activities of Bulgarian libraries, which are some of the main partners of educational institutions in the process of acquiring information competences.