The article is devoted to a comprehensive study of various factors affecting the choice of methods for working with software requirements. These factors include the type of project and the type of stakeholders. To search for the relationship between different types of stakeholders, forms of interaction with them and methods of working with requirements, a description of real IT projects was analysed, including a list of tasks that were performed as part of the analytical work, including methods of working with requirements. Based on the results of the study, recommendations are formulated for choosing methods for working with requirements based on the type of stakeholders, which can improve the efficiency of the software development process.
The article reveals the main scientific and methodological approaches to solving the problem of successful socialisation of low-mobility categories of children and youth using information educational technologies. The principles of the application of information training technologies for the design and implementation of social and navigation content aimed at the successful socialisation of children and youth in the digital space are substantiated. The importance of creating an information system of tutor support for low-mobility categories of children and youth is shown. The model of the social navigator game content is presented, which includes the implementation of a three-level game educational space – full, reduced and in-depth. The educational material in the social navigator game content model is provided and adapted for low-mobility categories of children and youth in various forms – pictorial, numerical, symbolic and verbal. According to the results of the study, the functions and content components are determined.
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