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    <title>DSpace Collection:</title>
    <link>https://sci.ldubgd.edu.ua/jspui/handle/123456789/12840</link>
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        <rdf:li rdf:resource="https://sci.ldubgd.edu.ua/jspui/handle/123456789/15772" />
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    <dc:date>2026-04-07T09:54:49Z</dc:date>
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  <item rdf:about="https://sci.ldubgd.edu.ua/jspui/handle/123456789/15772">
    <title>ОПТИМІЗАЦІЯ ВИКОРИСТАННЯ ТЕХНОЛОГІЙ ДЛЯ ШВИДКОГО РЕАГУВАННЯ ПІДРОЗДІЛІВ ДСНС УКРАЇНИ</title>
    <link>https://sci.ldubgd.edu.ua/jspui/handle/123456789/15772</link>
    <description>Title: ОПТИМІЗАЦІЯ ВИКОРИСТАННЯ ТЕХНОЛОГІЙ ДЛЯ ШВИДКОГО РЕАГУВАННЯ ПІДРОЗДІЛІВ ДСНС УКРАЇНИ
Authors: Босак, Галина; Головатий, Роман</description>
    <dc:date>2024-01-01T00:00:00Z</dc:date>
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  <item rdf:about="https://sci.ldubgd.edu.ua/jspui/handle/123456789/15771">
    <title>Research on the feasibility of employing gamification technologies in the training process of IT specialization seekers</title>
    <link>https://sci.ldubgd.edu.ua/jspui/handle/123456789/15771</link>
    <description>Title: Research on the feasibility of employing gamification technologies in the training process of IT specialization seekers
Authors: Golovatyi, Roman; Smotr, Olga; Karabyn, Oksana; Malets, Ihor</description>
    <dc:date>2024-01-01T00:00:00Z</dc:date>
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  <item rdf:about="https://sci.ldubgd.edu.ua/jspui/handle/123456789/14074">
    <title>Research on the feasibility of employing gamification technologies in the training process of IT specialization seekers</title>
    <link>https://sci.ldubgd.edu.ua/jspui/handle/123456789/14074</link>
    <description>Title: Research on the feasibility of employing gamification technologies in the training process of IT specialization seekers
Authors: Головатий, Роман; Смотр, Ольга; Малець, Ігор; Карабин, Оксана
Abstract: Despite the significant amount of published work on gamification in education, many aspects remain unexplored.&#xD;
Including question of gamification in gender perspectives and age-related considerations that has not been&#xD;
investigated yet. Amount of evidence-based researches, long-term studies and effective recommendations on&#xD;
gamifying educational content are equal to zero. The aim of this study is to find out the feasibility of introducing&#xD;
gamification technologies into the process of training applicants for IT majors. To achieve this aim, various&#xD;
scientific research methods were used, including literature analysis, experiments, result comparisons, and data&#xD;
analysis techniques. Multiple hypotheses on the effectiveness of gamification technologies in the process of&#xD;
training applicants for IT majors were formulated and investigated. Specifically, the study examined if there’s&#xD;
a significant correlation between participation levels in gamified courses and overall learning effectiveness, if&#xD;
active time spent in gamified courses positively impacts effectiveness, and if task completion relates to learning&#xD;
improvement for each specific task. Visualizations of the obtained results have been conducted. Particularly, a&#xD;
Scatter Plot with Regression Line has been constructed to depict the relationship between the level of participation&#xD;
in the gamified course and overall academic performance. Additionally, a Heat map correlation matrix has been&#xD;
created to display the level of dependence between the number of attempts for each test and the final exam score,&#xD;
along with other graphs. Python library tools in the Jupyter Notebook environment facilitated these analyses. In&#xD;
conclusion, participation in the gamified course positively impacts learning effectiveness, although its strength&#xD;
may vary depending on specific conditions.</description>
    <dc:date>2024-01-01T00:00:00Z</dc:date>
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