The purpose of this mixed-methods study was to understand the interrelations between emotional intelligence and happiness through an exploration of academic librarians. The researchers' premise was that academic librarians who rated themselves as more competent in the emotional intelligence dimension would also rate themselves highly in satisfaction with life. Results from the study show that academic librarians self-reported levels of happiness and competence with emotional intelligence that are within average range, however, they struggled to apply emotional intelligence and happiness skills when asked to demonstrate with examples. Limitations are discussed with reference to the survey data, timing, respondents' understanding and concerns around bias. Implications for practice and future research are also presented.
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AbstractPurpose -The purpose of this paper is to discuss how to use a web-based library game as an outreach tool at events. Games in higher education are a trend that libraries have used for information literacy but less frequently for outreach. Although there are relatively few examples of the use of games in academic library outreach events, games have the potential to be excellent outreach tools by engaging students and presenting them with the opportunity to change their perceptions of the library. Design/methodology/approach -The University of North Dakota (UND) Libraries successfully connected with students at an outreach event by using a modified version of the Information Literacy Game originally developed by the University of North Carolina Greensboro (UNCG). UND Librarians created specific technical modifications and an event workflow, highlighted here, that other academic libraries can adapt for use at outreach events to attract both students who are and those who are not typically users of the library. Findings -The information literacy game, with some specific technical changes, is customizable in relatively inexpensive ways that allow librarians from institutions of all sizes to engage students with a game at outreach events. Originality/value -Games, especially Web-based games, have not previously been used in outreach events. The literature on the use of games in information literacy sessions but outreach is an even more logical fit for gaming. This paper presents a practical, value-oriented method for academic libraries to modify an information literacy game for use in outreach.
Music educators regularly provide students with real-time formative feedback in the classroom, but there are frequent opportunities to improve its utility and effectiveness. This article presents a model for examining synchronous formative feedback (SFF), offering music teachers tools to explore and enhance the feedback they share with students. In considering dimensions such as timing, specificity, and valence, music teachers can examine their own practice to refine SFF, improve efficiency, and enrich student learning.
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