Please use this identifier to cite or link to this item: https://sci.ldubgd.edu.ua/jspui/handle/123456789/13991
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dc.contributor.authorSmotr, O.-
dc.contributor.authorKarabyn, O.-
dc.contributor.authorMalets, I.-
dc.contributor.authorGolovatyii, R.-
dc.date.accessioned2024-10-09T08:13:28Z-
dc.date.available2024-10-09T08:13:28Z-
dc.date.issued2024-
dc.identifier.citationOlga O., Smotr, Oksana O. Karabyn, Ihor O. Malets and Roman R. Golovatyi (2024). Research on the feasibility of employing gamification technologies in the training process of IT specialization seekers. Proceedings of the IX International Workshop on Professional Retraining and Life-Long Learning using ICT: Person-oriented Approach (3L-Person 2024): vol 3781, pp 60-77. Springer, https://ceur-ws.org/Vol-3781/en_US
dc.identifier.issn1613-0073-
dc.identifier.urihttps://sci.ldubgd.edu.ua/jspui/handle/123456789/13991-
dc.description.abstractDespite the significant amount of published work on gamification in education, many aspects remain unexplored. Including question of gamification in gender perspectives and age-related considerations that has not been investigated yet. Amount of evidence-based researches, long-term studies and effective recommendations on gamifying educational content are equal to zero. The aim of this study is to find out the feasibility of introducing gamification technologies into the process of training applicants for IT majors. To achieve this aim, various scientific research methods were used, including literature analysis, experiments, result comparisons, and data analysis techniques. Multiple hypotheses on the effectiveness of gamification technologies in the process of training applicants for IT majors were formulated and investigated. Specifically, the study examined if there’s a significant correlation between participation levels in gamified courses and overall learning effectiveness, if active time spent in gamified courses positively impacts effectiveness, and if task completion relates to learning improvement for each specific task. Visualizations of the obtained results have been conducted. Particularly, a Scatter Plot with Regression Line has been constructed to depict the relationship between the level of participation in the gamified course and overall academic performance. Additionally, a Heat map correlation matrix has been created to display the level of dependence between the number of attempts for each test and the final exam score, along with other graphs. Python library tools in the Jupyter Notebook environment facilitated these analyses. In conclusion, participation in the gamified course positively impacts learning effectiveness, although its strength may vary depending on specific conditions.en_US
dc.description.sponsorshipCEUR-WS.orgen_US
dc.language.isoenen_US
dc.publisherCEUR-WS. Proceedings of the IX International Workshop on Professional Retraining and Life-Long Learning using ICT: Person-oriented Approach (3L-Person 2024) co-located with 19th International Conference on ICT in Education, Research, and Industrial Applications (ICTERI 2024)en_US
dc.relation.ispartofseriesvol/ 3781;60-77-
dc.subjectData Scienceen_US
dc.subjectData Miningen_US
dc.subjectgamification of educationen_US
dc.subjectregression lineen_US
dc.subjectscatter ploten_US
dc.subjectheat map correlationen_US
dc.titleResearch on the feasibility of employing gamification technologies in the training process of IT specialization seekersen_US
dc.typeArticleen_US
Appears in Collections:2024

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