Keyword: «геймификация»
The article examines the extensive use of digital technologies in English language lessons, both in the organizational and administrative sphere (information-educational environment, electronic resources, planning, and monitoring) and directly during the lesson through the integration of game-based elements, as demonstrated by the use of digital platforms LearningApps and Wordwall.
The article examines the peculiarities of the influence of the digital information environment on modern media texts, reveals the possibilities of using components of the digital information environment (among them multimedia hybrid, gamification, vivid ways of highlighting against the background of traditional media) in modern media projects. It is shown that all the media text elements described in the article use visual content, which is created using illustrations and graphic design, typography, photographs, infographics, multimedia and other elements. The specifics of their functioning are characterized.
This article explores the principles of an experience economy in foreign language education, which contributes to increasing students' motivation, developing their creativity and critical thinking, and fostering their readiness for intercultural dialogue and successful professional activity in a global world.
The article is explore the potential of gamification as a method for actualizing the poetic legacy of Anna Akhmatova in school education. The study offers practical solutions for integrating game elements into the lesson structure

Tatyana Tatarinceva