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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Research on the feasibility of employing gamification technologies in the training process of IT specialization seekers</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Olga O. Smotr</string-name>
          <email>olgasmotr@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oksana O. Karabyn</string-name>
          <email>karabynoks@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ihor O. Malets</string-name>
          <email>igor.malets@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Roman R. Golovatyi</string-name>
          <email>roman@golovatyi.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Lviv State University of Life Safety</institution>
          ,
          <addr-line>35 Kleparivska Str., Lviv, 79000</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>60</fpage>
      <lpage>77</lpage>
      <abstract>
        <p>Despite 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 efective 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 efectiveness 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 efectiveness, if active time spent in gamified courses positively impacts efectiveness, 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 efectiveness, although its strength may vary depending on specific conditions.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Data Science</kwd>
        <kwd>Data Mining</kwd>
        <kwd>gamification of education</kwd>
        <kwd>scatter plot</kwd>
        <kwd>regression line</kwd>
        <kwd>heat map correlation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Due to global trends in development of the digital economy and society, the process of digitization
becomes a necessity. The modern world is evolving rapidly, technologies are constantly changing, and
education remains a sustainable support for societal development. The digitization of society brings
in its requirements on the preparation of future specialists, necessitating changes in the technologies
used in the educational process. The era of digital education demands new methods and tools for the
training of modern professionals.</p>
      <p>
        Ukraine, like most of the civilized world, is integrating information technologies into its educational
system. In 2019, the Ministry of Education and Science of Ukraine chose modernization of national
education as the main direction of reforms. The main goal of this modernization is to create current and
attractive education for the “digital generation” of students, who primarily use smartphones, consume
information from Wikipedia and YouTube, communicate and interact in virtual spaces and social
networks [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ].
      </p>
      <p>
        Today, gamification occupies a special place in the educational process [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ]. Gamification is the
application of gaming practices and mechanisms in non-game contexts with the aim of engaging
end-users in problem-solving [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ]. It emphasizes achieving a specific goal rather than the game itself.
Among the most popular forms of gamifying the educational process are using games as a teamwork
tool, a tool for acquiring practical skills, and a tool for psychological influence [
        <xref ref-type="bibr" rid="ref10 ref11 ref7 ref8 ref9">7, 8, 9, 10, 11</xref>
        ]. As for the
most popular directions of using IT technology in the educational process, these include gamification
directly within the learning process, interactive textbooks, organizing microlearning, personalized
learning, VR/AR formats, etc [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>Combining gamification methods with IT technology capabilities is considered one of the most
prespective directions for motivating learners in education.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Literature review</title>
      <p>
        Given the relevance of this topic, we encounter thousands of publications in scholarly journals related
to the use of gamification in the educational process for its improvement. For instance, Silva et al.
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] investigating the application of gamification in studying various management fields, identified
approximately 1300 publications in the scientific databases Web of Science and Scopus dedicated to
this topic. Silva et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] outline the main theoretical principles and constructs of gamification based
on a comprehensive review of academic articles available in the Web of Science and Scopus databases,
synthesizing conclusions from various studies. The primary focus of this publication was on exploring
gamified learning in diferent management fields.
      </p>
      <p>
        The term “gamification” itself emerged in the 1980s. The first real projects using gamification methods
to enhance business interaction with customers and employees were implemented in the late 2000s.
Therefore, most academic publications of that time focused on establishing theoretical foundations and
terminology for gamification. The theoretical basis of gamification in education, including terminology,
methods, approaches, etc., has been elucidated by Zichermann and Cunningham [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], Deterding et al.
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], Kumari [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], Huotari and Hamari [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], Kapp [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>
        Most academic publications on gamification in the educational process are highlighted in
psychopedagogical studies examining the impact of gamification on learner motivation. These studies include
those by Pereiaslavska and Kozub [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], McGonigal [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], Cheng-Yu Hung and Yu [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], Abramovich
et al. [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], Hickey and Rehak [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], Guin et al. [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], Savchenko [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], Smotr et al. [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], Chen et al.
[
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], Deterding [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], Iaremenko [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], Kupchak et al. [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. However, as noted by the authors themselves,
their studies are quite generalized and require further investigation. Typically, these studies are
conducted on small statistical samples, focusing on the efect of increased motivation in the early stages
of engaging individuals in learning, without considering the efects of habituation and loss of interest
in specific gaming techniques. Long-term studies are necessary to accurately assess the lasting efects
of gamification.
      </p>
      <p>
        Studies on the efectiveness of gamification, considering age factors, are also quite generalized and
can be divided into three age groups: primary education, secondary education, and higher education.
Works by Savchenko [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], Karabin [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], Kochengina and Koval [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], Kudykina [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ], Bludova and
Ilina [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ], Yaremii and Haliuka [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ] are dedicated to the impact of gamification on primary school
student preparation. Gamification in the educational process of junior high school is highlighted by
Pereiaslavska and Kozub [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], Buzko and Echkalo [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ], Kiptilyi [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ], Salata and Trukhan [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ], Fidria
[
        <xref ref-type="bibr" rid="ref36">36</xref>
        ]. Mekhed [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], Ibáñez et al. [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ], Kahu [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ], Skaskiv [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ], Zakharova and Gruzd [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ], Kupchak et al.
[
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] explore gamification in higher education. These studies partially explain what content of gamified
education can be used for each age category. However, they do not consider age as a variable that could
explain diferences in the use of gamified educational content, motivation, and emotional perception.
      </p>
      <p>
        Among academic publications on gamification in the educational process, another segment deserves
attention. These are publications dedicated to examining gamification in specific educational domains.
Such works partially link the selection of gamification elements to the educational content. Among
the publications in this segment, we can mention the works by Silva et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], Buzko and Echkalo
[
        <xref ref-type="bibr" rid="ref33">33</xref>
        ], Ibáñez et al. [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ], Duran et al. [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ], Mladenović et al. [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ], Bugaeva [
        <xref ref-type="bibr" rid="ref43">43</xref>
        ], Gama et al. [
        <xref ref-type="bibr" rid="ref44">44</xref>
        ], Fidria
[
        <xref ref-type="bibr" rid="ref36">36</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Problem statement</title>
      <p>However, despite a considerable number of publications on the use of gamification in the educational
process, many aspects remain unexplored. Specifically, none of the reviewed publications examined
gamification from a gender perspective, and long-term studies are lacking. Yet, only such research
can provide an understanding of whether learners of diferent genders react similarly to the same
gamification methods and whether their response to gamification methods remains consistent over an
extended period. As both loss of interest due to habituation to gamification elements and increased
interest due to experience with such elements are possible, along with a consequent reduction in fear of
the un- known, long-term studies are essential to assess the level of residual knowledge acquisition over
time. Since there is a risk that engagement with gamification elements may divert learners’ attention
from mastering the material itself, in- stead focusing their eforts on gaining ratings, points, level
progression, and so forth, which in turn may lead to short-term knowledge retention.</p>
      <p>Furthermore, as previously mentioned, studies on gamification considering the age factor are also
quite generalized, divided only into three age groups: primary school, secondary school, and higher
education. For instance, it would be interesting to examine in more detail the reaction to specific
gamification elements by the same learners in diferent years of their education. Alternatively, assessing
the attitudes towards the same gamification elements among students in junior and senior years of
higher education institutions would provide valuable insights.</p>
      <p>Besides, it can be argued that the extent to which gamification tools are investigated, and their
suitability for various educational components and special- ties, remains incompletely explored.
Currently, there are no well-founded studies or recommendations on how to gamify the educational process
according to the specificity of educational content. Presently, the application of gamification methods
and tools in the educational process has outpaced scholarly research.</p>
      <p>We have decided to investigate the efectiveness of implementing gamification technologies in the
training process of IT specialization seekers using methods of data analytics.</p>
      <p>We will formulate several hypotheses regarding the efectiveness of implementing gamification
technologies in the training process of IT specialization seekers and explore them using statistical
methods. We will utilize the Python library tools within the interactive development environment of
Jupyter Notebook.</p>
      <p>1. Hypothesis about the relationship between participation and performance:
Testing whether there is a statistically significant relationship between the level of participation in a
gamified course and overall learning efectiveness.</p>
      <p>2. Hypothesis about the efect of active time on productivity:
Investigating whether there is a positive correlation between the active time students spend in a gamified
course and their performance.</p>
      <p>3. Hypothesis about the relationship between the number of completed tasks and
performance:
Examining whether there is a relationship between the number of completed tasks and the improvement
in learning performance for each specific task.</p>
      <p>4. Hypothesis about the efectiveness of individual exercises:
Comparing the efectiveness of diferent exercises to determine which aspects of gamification are most
useful for improving learning outcomes.</p>
      <p>5. Hypothesis about the influence of the use of gamification technologies on diferent
groups of students:
Investigating whether the use of gamification technologies afects the learning outcomes of diferent
groups of students (eg, by race or gender).
6. Hypothesis about the efectiveness of using gamification technologies in diferent
academic years:
Comparing learning outcomes between diferent academic years to determine if gamification is more
efective in certain periods.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Methods and tools for studying the efectiveness of gamification technologies</title>
      <p>For studying the efectiveness of gamification in education, there are several methods that can be used:
• Experimental study. It consists in comparing the learning results of groups, one of which uses
gamification technologies, and the other does not.
• Questionnaire. Educators can be surveyed and graded to find out how much they like gamification
and how it helps them learn.
• Poll. The method makes it possible to investigate the attitude of education seekers to gamification
in education.
• Comparison of results. The researcher can compare the learning outcomes obtained through
gamification with the results obtained in the past without gamification.</p>
      <p>In each of these research methods, it’s important to consider factors such as the age of the learners,
their level of knowledge and experience in the relevant discipline, the specialty they are studying, and
the quality of the gamified material being used. Additionally, the researcher should ensure a suficiently
large sample of learners to draw meaningful conclusions and validate the hypothesis.</p>
      <p>Data Science is one of the fastest-growing fields in the modern world, enabling the analysis of
large volumes of data to discover patterns and obtain valuable insights. Data Science methods include
statistical analysis, machine learning, deep learning, natural language processing, and others. As part of
the Data Science toolkit, we can mention popular tools such as the interactive development environment
Jupyter Notebook, which allows for creating and executing Python code, and Python libraries like
Pandas, Plotly, Matplotlib and Seabornfor data processing and visualization.</p>
      <p>At the initial stage of any Data Science research, one of the challenges is to find an appropriate
dataset. Today, one of the largest public web platforms with a significant number of open datasets is
Kaggle. Therefore, we turned to this platform at the beginning of our research on the efectiveness of
gamification technologies to search for a suitable dataset for our study.</p>
      <p>As of March 2024, the Kaggle platform hosted over 320,000 diverse datasets. Among them, there
were approximately eight and a half thousand datasets related to education. However, refining the
search query and specifically searching for datasets related to both “Education” and “Gamification”
revealed that there were only two such datasets on the Kaggle platform: “Gamification in education”
and “Bellabeat - Case Study”.</p>
      <p>With the aim of finding more relevant datasets and considering the purpose of our research, a parallel
search query was conducted focusing on the criteria “Gamification” and “Computer science”. As a result
of this query, another dataset was found: “Impact of Gamification Software Testing Education”.</p>
      <p>So, in summary, we obtained 3 datasets that met the specified criteria. Reviewing the metadata of
these datasets revealed that we can work with only two of them: “Gamification in education” and
“Impact of Gamification Software Testing Education”.</p>
      <p>The “Bellabeat - Case Study” dataset was created by collecting data from the FitBit fitness tracker. Data
collection was organized to investigate the comfort of fitness technology, teach weight management,
and encourage light activity to improve users’ overall health. It’s evident that the purpose of collecting
data in this dataset and the information it contains does not align with the goal of our research.</p>
      <p>The “Gamification in education” dataset was created as students used a gamified program for learning
with interactive cards and badges to engage them in studying statistics and multidimensional statistical
analysis. The dataset contains information on grades for practical exams before using the educational
platform, grades for final exams after using the platform, whether a student is a user of the platform,
the average score for each of the six tests, and the number of times exercises were completed.</p>
      <p>
        The “Impact of Gamification Software Testing Education” dataset includes materials related to the use
of testing software provided to learners as educational resources, as well as the software applications
SQLTest and GoRace. These programs were integrated to support the gamification experience and
served as tools that students used for their learning activities [
        <xref ref-type="bibr" rid="ref45">45</xref>
        ].
      </p>
      <p>So we can consider only two datasets: “Gamification in education” and “Impact of Gamification
Software Testing Education”. Let’s use experimental research methods and compare the results.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Experiment, results and discussion</title>
      <p>Initially, we extensively investigated the chosen datasets. Primarily, we determined the dimensions of
this dataset, what specific data it contains, their type, quantity, quality, the presence of outliers and
duplicates, etc.</p>
      <p>To determine the dimensionality of the datasets, we used the ’shape’ command. We received feedback
(69,16) (figure 1) for the “Gamification in education” dataset and (235,32) (figure 2) for the “Impact of
Gamification Software Testing Education” dataset. This indicates that there are a total of 235 rows and
32 columns in this dataset. Therefore, the “Gamification in education” dataset contains information on
the education of 69 learners, while the “Impact of Gamification Software Testing Education” dataset
contains information on 235 learners.</p>
      <p>General information regarding the “Gamification in education” and “Impact of Gamification Software
Testing Education” datasets is depicted in figure 3 and figure 4 respectively.</p>
      <p>At the next stages, the data from the datasets were checked for missing values, duplicates, outliers, etc.
No duplicates or outliers were found in either of the datasets. Regarding missing values, there were only
12 in the first dataset and 74 in the second (total for 5 tasks). Therefore, we can assert that the number
of missing values is insignificant, so there is no need to remove irrelevant columns. Additionally, since
it is known from the dataset annotations that missing values indicate that the learner did not attempt
the task or did not pass the exam, we replaced missing values with ’0’.</p>
      <p>After analyzing the content of both datasets, we concluded that based on the “Gamification in
education” dataset, we can only test the rfist two hypotheses we formulated. With the “Impact of
Gamification Software Testing Education” dataset, we can test the first, second, and third hypotheses.
Unfortunately, none of the selected datasets will allow us to test the four, fifth and sixth hypotheses, as
there is no information in either dataset about gender, race, demographic location of the learners, etc.</p>
      <p>We’ll attempt to determine whether the use of a gamified educational platform leads to improved
exam results. That is, we’ll test our first hypothesis “Hypothesis about the relationship between
participation and performance”. We’ll test this hypothesis on both datasets and compare the results
obtained. Comparing results from diferent datasets can help us understand how general or universal
the identified relationship between participation and performance is in gamified courses.</p>
      <sec id="sec-5-1">
        <title>5.1. First hypothesis testing (on the “Gamification in education” dataset)</title>
        <p>To test the 1st hypothesis, we compared the average exam scores before and after learners started using
the gamified platform. Additionally, we compared the average scores across six tests between learners
who were users of the gamified platform and those who were not using a t-test.</p>
        <p>For conducting the t-test and comparing the distribution of scores between two groups, we followed
the following plan of action:
1. Formulated the null and alternative hypotheses:
• Null hypothesis: “There is no diference in scores between students who used the platform
and those who did not”.
• Alternative hypothesis: “The scores of students who used the platform are diferent from the
scores of those who did not”.
2. Divided the data into two groups: learners who used the platform and those who did not. To
separate into two groups, we added a new column ’Platform User’ to the dataframe and filled it
with ’Yes’ if the learner was a user of the gamified platform and ’No’ otherwise.
3. Used the ttest-ind function from the scipy.stats module to conduct a t-test on independent samples.</p>
        <p>Passed two data groups (group1 and group2, corresponding to the groups of users of the gamified
platform and those who were not).</p>
        <p>For example, the result of the t-test for comparing the results of learners’ performance on the
’Avg-Grade-Q3’ test from the “Cluster Analysis” is shown in figure 5.</p>
        <p>The p-value is significantly smaller than the specified alpha value (typically 0.05), so we can reject
the null hypothesis and conclude that there is a statistically significant diference between the two
groups. For visual comparison of the score distribution between the two groups, we used the matplotlib
functions to construct a histogram and a density plot for the two user groups (figure 6).</p>
        <p>On the histogram, you can see that the score distribution for the group of users of the gamified
platform is skewed to the right, while for the group that did not use the gamified platform, the score
distribution is almost symmetric. The density plot also demonstrates this, where the distribution curves
for the two groups show that most scores for the platform users were higher than for the non-platform
users. We computed the Pearson correlation coeficient and p-value between participation in the
gamified course and performance for both datasets (figure 7).</p>
        <p>We see that in the first dataset, the correlation is 0.3905, indicating a positive relationship, but it is
slightly weaker than in the second case. In the second dataset, the correlation between participation
and performance is 0.5817, indicating a moderate positive relationship between these two variables.</p>
        <p>In the second dataset, the p-value is very small (practically zero), indicating the statistical significance
of the obtained correlation. In the first dataset, the p-value is also small, but not as extremely small as
in the second case.</p>
        <p>We can conclude that both datasets show a statistically significant positive relationship between
participation in the gamified course and learning performance. In the second dataset, the correlation is
moderate, which may indicate a stronger relationship between participation and performance in that
context. In both cases, the p-value is very small, confirming the statistical significance of the results
obtained.</p>
        <p>Thus, the visual and numerical results confirm our initial hypothesis that learners who were users of
the platform scored higher on the final exam compared to those learners who did not use the gamified
platform.</p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Second hypothesis testing</title>
        <p>Let’s test 2nd hypothesis: “Hypothesis about the impact of active engagement on performance”. Learners
who engage more frequently with interactive cards and badges will have higher scores on final exams.</p>
        <p>To test this hypothesis, we will calculate the correlation between the number of attempts for each
test, the average score for each test, and the final exam score. We will use the ’corr’ function from the
Pandas library.</p>
        <p>First, for the dataset “Gamification in education” , we created two new columns. One column named
“Total Attempts”, which will contain the total number of attempts for each test by learners, and another
column named “Total Score”, which will contain the overall score of the learners for all tests. This
allowed us to compute the correlation between the number of attempts for each test, the average score
for each test, and the final exam score. To visually represent this, we will construct a heatmap of the
correlation matrix for the dataset “Gamification in education”.</p>
        <p>The values on the main diagonal (from top left to bottom right) will be equal to 1 because the
correlation with itself is always 1. Other values in the matrix demonstrate the degree of dependency
between variables. For example, the correlation value between the number of attempts for each test and
the final exam score will indicate how these variables are related to each other. For better visualization
of the results obtained, it’s worth displaying the correlation matrix as a heatmap (figure 8).</p>
        <p>Interpreting the results of the analysis (lighter colors indicate stronger correlation), we can make the
following conclusions:
• There is a strong positive correlation between the number of attempts for Test 2 and Test 4 and
the final exam score;
• There is a moderate positive correlation between the average score for Test 1 and the final exam
score, as well as between the number of attempts for Test 5 and the final exam score;
• There is a weak positive correlation between the average score for Test 3 and the final exam score,
as well as between the number of attempts for Test 6 and the final exam score.</p>
        <p>Overall, we can conclude that there is some dependence between the test results and the final exam
score. Thus, we practically confirmed the validity of our 2nd hypothesis. Therefore, summarizing
the results, we can argue that using gamification elements in the study of educational components
containing elements of statistical analysis and mathematical statistics is justified.</p>
      </sec>
      <sec id="sec-5-3">
        <title>5.3. Third hypothesis testing</title>
        <p>Let’s test our 3rd hypothesis: “Hypothesis about the relationship between the number of completed
tasks and performance” on the dataset “Impact of Gamification Software Testing Education”. We will
determine whether there is a dependency between the number of completed tasks and the improvement
of learning eficiency for each specific task.</p>
        <p>To test 3rd hypothesis regarding the relationship between the number of completed tasks and
performance, we applied linear regression analysis for each specific task separately to assess the
influence of the number of completed tasks on performance. Then, for each task, we evaluated the
statistical significance of the relationship between the number of completed tasks and performance,
and what specific impact the number of completed tasks has on performance.</p>
        <p>The results of the linear regression analysis for tasks “Exercise1” to “Exercise4” are shown respectively
in figures 9-12.</p>
        <p>The results of the linear regression analysis for “Exercise1” can be interpreted as follows:
• R-squared (R2): The coeficient of determination R 2 is 0.030. This means that approximately 3% of
the variation in student performance in Exercise1 can be explained by changes in the number of
executions. This value is relatively low, indicating that the number of executions doesn’t explain
a significant portion of the variability in performance.
• Coeficient for Exercise1 Number Executions: The coeficient for the variable “Exercise1 Number
Executions” is 0.1489. This means that for each additional execution, the performance in Exercise1
increases by an average of 0.1489 units.
• p-value: The p-value for the coeficient of “Exercise1 Number Executions” is 0.008. This value is
less than 0.05, indicating the statistical significance of the relationship between the number of
executions in Exercise1 and performance.</p>
        <p>In other words, the variable “Exercise1 Number Executions” is statistically significant in explaining
the change in performance.</p>
        <p>The results of the linear regression analysis for “Exercise2” can be interpreted as follows:
• R-squared (R2): The coeficient of determination R 2 is 0.115. This means that approximately
11.5 % of the variation in students’ performance in Exercise2 can be explained by changes in the
number of tasks completed. This indicates that the number of tasks completed can explain a
portion, but not all, of the variability in results.
• Coeficient for Exercise2 Number Executions: The coeficient for the variable “Exercise2
Number Executions” is 0.2750. This means that with each additional task completed, the average
performance in Exercise2 increases by 0.2750 units.
• p-value: The p-value for the coeficient of “Exercise2 Number Executions” is 0.000, which is much
less than 0.05. This indicates a statistically significant influence of the number of tasks completed
in Exercise2 on students’ performance.</p>
        <p>Overall, the results indicate that for Exercise2, the number of tasks completed has a statistically
significant positive impact on students’ performance. Each additional task completed, on average, leads
to an increase in Exercise2 performance by 0.2750 units.</p>
        <p>The results of the linear regression analysis for the “Exercise3” task can be interpreted as follows:
• R-squared (R2): The coeficient of determination R 2 is 0.112. This means that approximately 11.2%
of the variation in students’ performance in the Exercise3 task can be explained by changes in
the number of tasks completed. This indicates that the number of tasks completed can explain
some, but not all, of the variability in results.
• Coeficient for Exercise3 Number Executions: The coeficient for the variable “Exercise3 Number
Executions” is 0.3385. This means that with each additional task completed, the performance in
the Exercise3 task increases by an average of 0.3385 units.
• p-value: The p-value for the coeficient for “Exercise3 Number Executions” is 0.000, which is much
less than 0.05. This indicates a statistically significant impact of the number of tasks completed in
the Exercise3 task on students’ performance.</p>
        <p>So, the analysis shows that for the Exercise3 task, the number of tasks completed has a statistically
significant positive impact on students’ performance. Each additional completed task on average leads
to an increase in performance in the Exercise3 task by 0.3385 units.</p>
        <p>The results of the linear regression analysis for the “Exercise4” task can be interpreted as follows:
• R-squared (R2): The coeficient of determination R 2 is 0.144. This means that approximately 14.4%
of the variation in students’ performance in the Exercise4 task can be explained by changes in
the number of tasks completed. This indicates that the number of tasks completed can explain
some, but not all, of the variability in results.
• Coeficient for Exercise4 Number Executions: The coeficient for the variable ’Exercise4 Number
Executions’ is 0.5361. This means that with each additional task completed, the performance in
the Exercise4 task increases by an average of 0.5361 units.</p>
        <p>• p-value: The p-value for the coeficient for ’Exercise4 Number Executions’ is 0.000, which is much
less than 0.05. This indicates a statistically significant impact of the number of tasks completed in
the Exercise4 task on students’ performance.</p>
        <p>Therefore, the analysis shows that for the Exercise4 task, the number of tasks completed has a
statistically significant positive impact on students’ performance. Each additional completed task on
average leads to an increase in performance in the Exercise4 task by 0.5361 units.</p>
        <p>For a visual representation of the dependencies between the number of tasks completed and
performance for each specific task, taking into account diferent years of study, we have constructed scatter
plots with regression lines for each task for each year of study using the Seaborn library (figure 13).</p>
        <p>In the scatter plots (figure 13), the x-axis represents the number of tasks completed, and the y-axis
represents performance. Additionally, a regression line is added to show the trend of performance
change with increasing number of tasks completed. Each year is represented by a diferent color on the
plot.</p>
        <p>In summary, based on the results obtained, it can be concluded that the number of tasks completed
has a statistically significant positive impact on students’ performance”.</p>
      </sec>
      <sec id="sec-5-4">
        <title>5.4. Unresolved issues</title>
        <p>However, it is worth noting that the sample size of the investigated datasets is quite limited.
Additionally, given the presence of other fields in the datasets, a much larger number of studies could
have been conducted, and other hypotheses could have been tested. For example, it could have been
explored whether there are individual diferences in the efectiveness of the gamified learning platform.
Specifically, hypothesis 5 could have been tested: “Hypothesis 5: Platform efectiveness will depend
on individual diferences, such as prior knowledge of statistics and learning preferences”. To test this
hypothesis, it would have been appropriate to conduct a series of regression analyses to investigate the
relationship between platform usage and exam outcomes while controlling for individual diferences
such as prior knowledge, motivation, and engagement. Additionally, exploring potential moderation
efects would have been beneficial.</p>
        <p>Alternatively, the question could be investigated: “Does the gamified learning platform improve
retention of statistical knowledge over time?” This is hypothesis number 6: “Hypothesis 6: Students
using the gamified platform will have better long-term retention of statistical knowledge compared
to those who do not use the gamified platform”. To test this hypothesis, it would be appropriate to
conduct a repeated measures analysis of variance to compare the practical exam results before and
after using the platform, as well as during a follow-up assessment after several months. Additionally, it
would be important to determine whether the platform’s impact on long-term retention varies based on
individual diferences (such as motivation, engagement).</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions</title>
      <p>We have formulated and investigated several hypotheses regarding the efectiveness of implementing
gamification technologies in the training process for IT learners. Specifically, we examined whether
there is a statistically significant relationship between the level of participation in the gamified course
and overall learning efectiveness; whether there is a positive correlation between active time spent by
students in the gamified course and their efectiveness; and whether there is a relationship between the
number of tasks completed and learning improvement for each specific task. Comparisons of learning
outcomes were made across diferent academic years, among other factors.</p>
      <p>We visualized the obtained results, including constructing a scatter plot with regression line to display
the relationship between the level of participation in the gamified course and overall learning
efectiveness. We also created a correlation plot of active time and efectiveness to illustrate the correlation
between active time spent and efectiveness. Additionally, we generated a heat map correlation matrix
to demonstrate the impact of active time spent on the gamified platform on learner performance.</p>
      <p>One of the key findings of the study is that gamification can be an efective tool for increasing
motivation among IT education learners and improving their academic performance.</p>
      <p>It is important to note that implementing gamification technologies in education comes with its
challenges, such as selecting appropriate tools, increasing workload to create gamified materials,
and organizing the learning process using them. However, considering the possibilities of modern
technologies and the proper use of gamification in education, it can become an efective tool in improving
the quality of education.</p>
    </sec>
  </body>
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